imgui_impl_dx11.cpp (26325B)
1 // dear imgui: Renderer Backend for DirectX11 2 // This needs to be used along with a Platform Backend (e.g. Win32) 3 4 // Implemented features: 5 // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! 6 // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. 7 8 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 9 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 10 // Read online: https://github.com/ocornut/imgui/tree/master/docs 11 12 // CHANGELOG 13 // (minor and older changes stripped away, please see git history for details) 14 // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) 15 // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. 16 // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). 17 // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. 18 // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. 19 // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. 20 // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). 21 // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. 22 // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. 23 // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. 24 // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. 25 // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. 26 // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. 27 // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. 28 // 2016-05-07: DirectX11: Disabling depth-write. 29 30 #include "imgui.h" 31 #include "imgui_impl_dx11.h" 32 33 // DirectX 34 #include <stdio.h> 35 #include <d3d11.h> 36 #include <d3dcompiler.h> 37 #ifdef _MSC_VER 38 #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. 39 #endif 40 41 // DirectX data 42 static ID3D11Device* g_pd3dDevice = NULL; 43 static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; 44 static IDXGIFactory* g_pFactory = NULL; 45 static ID3D11Buffer* g_pVB = NULL; 46 static ID3D11Buffer* g_pIB = NULL; 47 static ID3D11VertexShader* g_pVertexShader = NULL; 48 static ID3D11InputLayout* g_pInputLayout = NULL; 49 static ID3D11Buffer* g_pVertexConstantBuffer = NULL; 50 static ID3D11PixelShader* g_pPixelShader = NULL; 51 static ID3D11SamplerState* g_pFontSampler = NULL; 52 static ID3D11ShaderResourceView*g_pFontTextureView = NULL; 53 static ID3D11RasterizerState* g_pRasterizerState = NULL; 54 static ID3D11BlendState* g_pBlendState = NULL; 55 static ID3D11DepthStencilState* g_pDepthStencilState = NULL; 56 static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; 57 58 struct VERTEX_CONSTANT_BUFFER 59 { 60 float mvp[4][4]; 61 }; 62 63 static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) 64 { 65 // Setup viewport 66 D3D11_VIEWPORT vp; 67 memset(&vp, 0, sizeof(D3D11_VIEWPORT)); 68 vp.Width = draw_data->DisplaySize.x; 69 vp.Height = draw_data->DisplaySize.y; 70 vp.MinDepth = 0.0f; 71 vp.MaxDepth = 1.0f; 72 vp.TopLeftX = vp.TopLeftY = 0; 73 ctx->RSSetViewports(1, &vp); 74 75 // Setup shader and vertex buffers 76 unsigned int stride = sizeof(ImDrawVert); 77 unsigned int offset = 0; 78 ctx->IASetInputLayout(g_pInputLayout); 79 ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); 80 ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); 81 ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); 82 ctx->VSSetShader(g_pVertexShader, NULL, 0); 83 ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); 84 ctx->PSSetShader(g_pPixelShader, NULL, 0); 85 ctx->PSSetSamplers(0, 1, &g_pFontSampler); 86 ctx->GSSetShader(NULL, NULL, 0); 87 ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. 88 ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. 89 ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. 90 91 // Setup blend state 92 const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; 93 ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); 94 ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); 95 ctx->RSSetState(g_pRasterizerState); 96 } 97 98 // Render function 99 void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) 100 { 101 // Avoid rendering when minimized 102 if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) 103 return; 104 105 ID3D11DeviceContext* ctx = g_pd3dDeviceContext; 106 107 // Create and grow vertex/index buffers if needed 108 if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) 109 { 110 if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } 111 g_VertexBufferSize = draw_data->TotalVtxCount + 5000; 112 D3D11_BUFFER_DESC desc; 113 memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); 114 desc.Usage = D3D11_USAGE_DYNAMIC; 115 desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); 116 desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; 117 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 118 desc.MiscFlags = 0; 119 if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) 120 return; 121 } 122 if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) 123 { 124 if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } 125 g_IndexBufferSize = draw_data->TotalIdxCount + 10000; 126 D3D11_BUFFER_DESC desc; 127 memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); 128 desc.Usage = D3D11_USAGE_DYNAMIC; 129 desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); 130 desc.BindFlags = D3D11_BIND_INDEX_BUFFER; 131 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 132 if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) 133 return; 134 } 135 136 // Upload vertex/index data into a single contiguous GPU buffer 137 D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; 138 if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) 139 return; 140 if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) 141 return; 142 ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; 143 ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; 144 for (int n = 0; n < draw_data->CmdListsCount; n++) 145 { 146 const ImDrawList* cmd_list = draw_data->CmdLists[n]; 147 memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); 148 memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); 149 vtx_dst += cmd_list->VtxBuffer.Size; 150 idx_dst += cmd_list->IdxBuffer.Size; 151 } 152 ctx->Unmap(g_pVB, 0); 153 ctx->Unmap(g_pIB, 0); 154 155 // Setup orthographic projection matrix into our constant buffer 156 // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. 157 { 158 D3D11_MAPPED_SUBRESOURCE mapped_resource; 159 if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) 160 return; 161 VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; 162 float L = draw_data->DisplayPos.x; 163 float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; 164 float T = draw_data->DisplayPos.y; 165 float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; 166 float mvp[4][4] = 167 { 168 { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, 169 { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, 170 { 0.0f, 0.0f, 0.5f, 0.0f }, 171 { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, 172 }; 173 memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); 174 ctx->Unmap(g_pVertexConstantBuffer, 0); 175 } 176 177 // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) 178 struct BACKUP_DX11_STATE 179 { 180 UINT ScissorRectsCount, ViewportsCount; 181 D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; 182 D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; 183 ID3D11RasterizerState* RS; 184 ID3D11BlendState* BlendState; 185 FLOAT BlendFactor[4]; 186 UINT SampleMask; 187 UINT StencilRef; 188 ID3D11DepthStencilState* DepthStencilState; 189 ID3D11ShaderResourceView* PSShaderResource; 190 ID3D11SamplerState* PSSampler; 191 ID3D11PixelShader* PS; 192 ID3D11VertexShader* VS; 193 ID3D11GeometryShader* GS; 194 UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; 195 ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation 196 D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; 197 ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; 198 UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; 199 DXGI_FORMAT IndexBufferFormat; 200 ID3D11InputLayout* InputLayout; 201 }; 202 BACKUP_DX11_STATE old = {}; 203 old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; 204 ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); 205 ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); 206 ctx->RSGetState(&old.RS); 207 ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); 208 ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); 209 ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); 210 ctx->PSGetSamplers(0, 1, &old.PSSampler); 211 old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; 212 ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); 213 ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); 214 ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); 215 ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); 216 217 ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); 218 ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); 219 ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); 220 ctx->IAGetInputLayout(&old.InputLayout); 221 222 // Setup desired DX state 223 ImGui_ImplDX11_SetupRenderState(draw_data, ctx); 224 225 // Render command lists 226 // (Because we merged all buffers into a single one, we maintain our own offset into them) 227 int global_idx_offset = 0; 228 int global_vtx_offset = 0; 229 ImVec2 clip_off = draw_data->DisplayPos; 230 for (int n = 0; n < draw_data->CmdListsCount; n++) 231 { 232 const ImDrawList* cmd_list = draw_data->CmdLists[n]; 233 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) 234 { 235 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; 236 if (pcmd->UserCallback != NULL) 237 { 238 // User callback, registered via ImDrawList::AddCallback() 239 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) 240 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) 241 ImGui_ImplDX11_SetupRenderState(draw_data, ctx); 242 else 243 pcmd->UserCallback(cmd_list, pcmd); 244 } 245 else 246 { 247 // Apply scissor/clipping rectangle 248 const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; 249 ctx->RSSetScissorRects(1, &r); 250 251 // Bind texture, Draw 252 ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); 253 ctx->PSSetShaderResources(0, 1, &texture_srv); 254 ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); 255 } 256 } 257 global_idx_offset += cmd_list->IdxBuffer.Size; 258 global_vtx_offset += cmd_list->VtxBuffer.Size; 259 } 260 261 // Restore modified DX state 262 ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); 263 ctx->RSSetViewports(old.ViewportsCount, old.Viewports); 264 ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); 265 ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); 266 ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); 267 ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); 268 ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); 269 ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); 270 for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); 271 ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); 272 ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); 273 ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); 274 for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); 275 ctx->IASetPrimitiveTopology(old.PrimitiveTopology); 276 ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); 277 ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); 278 ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); 279 } 280 281 static void ImGui_ImplDX11_CreateFontsTexture() 282 { 283 // Build texture atlas 284 ImGuiIO& io = ImGui::GetIO(); 285 unsigned char* pixels; 286 int width, height; 287 io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); 288 289 // Upload texture to graphics system 290 { 291 D3D11_TEXTURE2D_DESC desc; 292 ZeroMemory(&desc, sizeof(desc)); 293 desc.Width = width; 294 desc.Height = height; 295 desc.MipLevels = 1; 296 desc.ArraySize = 1; 297 desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; 298 desc.SampleDesc.Count = 1; 299 desc.Usage = D3D11_USAGE_DEFAULT; 300 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; 301 desc.CPUAccessFlags = 0; 302 303 ID3D11Texture2D* pTexture = NULL; 304 D3D11_SUBRESOURCE_DATA subResource; 305 subResource.pSysMem = pixels; 306 subResource.SysMemPitch = desc.Width * 4; 307 subResource.SysMemSlicePitch = 0; 308 g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); 309 IM_ASSERT(pTexture != NULL); 310 311 // Create texture view 312 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; 313 ZeroMemory(&srvDesc, sizeof(srvDesc)); 314 srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; 315 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; 316 srvDesc.Texture2D.MipLevels = desc.MipLevels; 317 srvDesc.Texture2D.MostDetailedMip = 0; 318 g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); 319 pTexture->Release(); 320 } 321 322 // Store our identifier 323 io.Fonts->SetTexID((ImTextureID)g_pFontTextureView); 324 325 // Create texture sampler 326 { 327 D3D11_SAMPLER_DESC desc; 328 ZeroMemory(&desc, sizeof(desc)); 329 desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; 330 desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; 331 desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; 332 desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; 333 desc.MipLODBias = 0.f; 334 desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; 335 desc.MinLOD = 0.f; 336 desc.MaxLOD = 0.f; 337 g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); 338 } 339 } 340 341 bool ImGui_ImplDX11_CreateDeviceObjects() 342 { 343 if (!g_pd3dDevice) 344 return false; 345 if (g_pFontSampler) 346 ImGui_ImplDX11_InvalidateDeviceObjects(); 347 348 // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) 349 // If you would like to use this DX11 sample code but remove this dependency you can: 350 // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] 351 // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. 352 // See https://github.com/ocornut/imgui/pull/638 for sources and details. 353 354 // Create the vertex shader 355 { 356 static const char* vertexShader = 357 "cbuffer vertexBuffer : register(b0) \ 358 {\ 359 float4x4 ProjectionMatrix; \ 360 };\ 361 struct VS_INPUT\ 362 {\ 363 float2 pos : POSITION;\ 364 float4 col : COLOR0;\ 365 float2 uv : TEXCOORD0;\ 366 };\ 367 \ 368 struct PS_INPUT\ 369 {\ 370 float4 pos : SV_POSITION;\ 371 float4 col : COLOR0;\ 372 float2 uv : TEXCOORD0;\ 373 };\ 374 \ 375 PS_INPUT main(VS_INPUT input)\ 376 {\ 377 PS_INPUT output;\ 378 output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ 379 output.col = input.col;\ 380 output.uv = input.uv;\ 381 return output;\ 382 }"; 383 384 ID3DBlob* vertexShaderBlob; 385 if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) 386 return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! 387 if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) 388 { 389 vertexShaderBlob->Release(); 390 return false; 391 } 392 393 // Create the input layout 394 D3D11_INPUT_ELEMENT_DESC local_layout[] = 395 { 396 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, 397 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, 398 { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, 399 }; 400 if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) 401 { 402 vertexShaderBlob->Release(); 403 return false; 404 } 405 vertexShaderBlob->Release(); 406 407 // Create the constant buffer 408 { 409 D3D11_BUFFER_DESC desc; 410 desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); 411 desc.Usage = D3D11_USAGE_DYNAMIC; 412 desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; 413 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 414 desc.MiscFlags = 0; 415 g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); 416 } 417 } 418 419 // Create the pixel shader 420 { 421 static const char* pixelShader = 422 "struct PS_INPUT\ 423 {\ 424 float4 pos : SV_POSITION;\ 425 float4 col : COLOR0;\ 426 float2 uv : TEXCOORD0;\ 427 };\ 428 sampler sampler0;\ 429 Texture2D texture0;\ 430 \ 431 float4 main(PS_INPUT input) : SV_Target\ 432 {\ 433 float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ 434 return out_col; \ 435 }"; 436 437 ID3DBlob* pixelShaderBlob; 438 if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) 439 return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! 440 if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) 441 { 442 pixelShaderBlob->Release(); 443 return false; 444 } 445 pixelShaderBlob->Release(); 446 } 447 448 // Create the blending setup 449 { 450 D3D11_BLEND_DESC desc; 451 ZeroMemory(&desc, sizeof(desc)); 452 desc.AlphaToCoverageEnable = false; 453 desc.RenderTarget[0].BlendEnable = true; 454 desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; 455 desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; 456 desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; 457 desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; 458 desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; 459 desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; 460 desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; 461 g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); 462 } 463 464 // Create the rasterizer state 465 { 466 D3D11_RASTERIZER_DESC desc; 467 ZeroMemory(&desc, sizeof(desc)); 468 desc.FillMode = D3D11_FILL_SOLID; 469 desc.CullMode = D3D11_CULL_NONE; 470 desc.ScissorEnable = true; 471 desc.DepthClipEnable = true; 472 g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); 473 } 474 475 // Create depth-stencil State 476 { 477 D3D11_DEPTH_STENCIL_DESC desc; 478 ZeroMemory(&desc, sizeof(desc)); 479 desc.DepthEnable = false; 480 desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; 481 desc.DepthFunc = D3D11_COMPARISON_ALWAYS; 482 desc.StencilEnable = false; 483 desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; 484 desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; 485 desc.BackFace = desc.FrontFace; 486 g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); 487 } 488 489 ImGui_ImplDX11_CreateFontsTexture(); 490 491 return true; 492 } 493 494 void ImGui_ImplDX11_InvalidateDeviceObjects() 495 { 496 if (!g_pd3dDevice) 497 return; 498 499 if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } 500 if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. 501 if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } 502 if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } 503 504 if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } 505 if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } 506 if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } 507 if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } 508 if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } 509 if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } 510 if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } 511 } 512 513 bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) 514 { 515 // Setup backend capabilities flags 516 ImGuiIO& io = ImGui::GetIO(); 517 io.BackendRendererName = "imgui_impl_dx11"; 518 io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. 519 520 // Get factory from device 521 IDXGIDevice* pDXGIDevice = NULL; 522 IDXGIAdapter* pDXGIAdapter = NULL; 523 IDXGIFactory* pFactory = NULL; 524 525 if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) 526 if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) 527 if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) 528 { 529 g_pd3dDevice = device; 530 g_pd3dDeviceContext = device_context; 531 g_pFactory = pFactory; 532 } 533 if (pDXGIDevice) pDXGIDevice->Release(); 534 if (pDXGIAdapter) pDXGIAdapter->Release(); 535 g_pd3dDevice->AddRef(); 536 g_pd3dDeviceContext->AddRef(); 537 538 return true; 539 } 540 541 void ImGui_ImplDX11_Shutdown() 542 { 543 ImGui_ImplDX11_InvalidateDeviceObjects(); 544 if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } 545 if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } 546 if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } 547 } 548 549 void ImGui_ImplDX11_NewFrame() 550 { 551 if (!g_pFontSampler) 552 ImGui_ImplDX11_CreateDeviceObjects(); 553 }