mirror of
https://github.com/Detanup01/gbe_fork.git
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543 lines
26 KiB
C++
543 lines
26 KiB
C++
// dear imgui: Renderer Backend for DirectX11
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
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// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
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// 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.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
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// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
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// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
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// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2016-05-07: DirectX11: Disabling depth-write.
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#include "imgui.h"
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#include "imgui_impl_dx11.h"
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// DirectX
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#include <stdio.h>
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#include <d3d11.h>
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#include "imgui_win_shader_blobs.h"
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// DirectX11 data
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struct ImGui_ImplDX11_Data
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{
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ID3D11Device* pd3dDevice;
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ID3D11DeviceContext* pd3dDeviceContext;
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IDXGIFactory* pFactory;
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ID3D11Buffer* pVB;
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ID3D11Buffer* pIB;
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ID3D11VertexShader* pVertexShader;
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ID3D11InputLayout* pInputLayout;
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ID3D11Buffer* pVertexConstantBuffer;
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ID3D11PixelShader* pPixelShader;
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ID3D11SamplerState* pFontSampler;
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ID3D11ShaderResourceView* pFontTextureView;
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ID3D11RasterizerState* pRasterizerState;
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ID3D11BlendState* pBlendState;
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ID3D11DepthStencilState* pDepthStencilState;
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int VertexBufferSize;
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int IndexBufferSize;
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ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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struct VERTEX_CONSTANT_BUFFER_DX11
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{
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float mvp[4][4];
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Functions
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static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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// Setup viewport
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D3D11_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D11_VIEWPORT));
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vp.Width = draw_data->DisplaySize.x;
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vp.Height = draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0;
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ctx->RSSetViewports(1, &vp);
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// Setup shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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ctx->IASetInputLayout(bd->pInputLayout);
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ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
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ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(bd->pVertexShader, NULL, 0);
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ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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ctx->PSSetShader(bd->pPixelShader, NULL, 0);
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ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
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ctx->GSSetShader(NULL, NULL, 0);
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ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
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ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
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ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
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// Setup blend state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
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ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
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ctx->RSSetState(bd->pRasterizerState);
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}
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// Render function
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void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
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// Create and grow vertex/index buffers if needed
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if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
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bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D11_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
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return;
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}
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if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
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bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D11_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
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return;
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}
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// Upload vertex/index data into a single contiguous GPU buffer
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D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
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if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
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return;
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if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
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return;
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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ctx->Unmap(bd->pVB, 0);
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ctx->Unmap(bd->pIB, 0);
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// Setup orthographic projection matrix into our constant buffer
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// 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.
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{
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D3D11_MAPPED_SUBRESOURCE mapped_resource;
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if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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ctx->Unmap(bd->pVertexConstantBuffer, 0);
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}
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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struct BACKUP_DX11_STATE
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{
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UINT ScissorRectsCount, ViewportsCount;
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D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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ID3D11RasterizerState* RS;
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ID3D11BlendState* BlendState;
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FLOAT BlendFactor[4];
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UINT SampleMask;
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UINT StencilRef;
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ID3D11DepthStencilState* DepthStencilState;
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ID3D11ShaderResourceView* PSShaderResource;
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ID3D11SamplerState* PSSampler;
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ID3D11PixelShader* PS;
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ID3D11VertexShader* VS;
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ID3D11GeometryShader* GS;
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UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
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ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
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D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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DXGI_FORMAT IndexBufferFormat;
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ID3D11InputLayout* InputLayout;
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};
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BACKUP_DX11_STATE old = {};
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old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
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ctx->RSGetState(&old.RS);
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ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
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ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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ctx->PSGetSamplers(0, 1, &old.PSSampler);
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old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
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ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
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ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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ctx->IAGetInputLayout(&old.InputLayout);
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// Setup desired DX state
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ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_idx_offset = 0;
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int global_vtx_offset = 0;
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != NULL)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply scissor/clipping rectangle
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const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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ctx->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
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ctx->PSSetShaderResources(0, 1, &texture_srv);
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ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
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}
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}
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global_idx_offset += cmd_list->IdxBuffer.Size;
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global_vtx_offset += cmd_list->VtxBuffer.Size;
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}
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// Restore modified DX state
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ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
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ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
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ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
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ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
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ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
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ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
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ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
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for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
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ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
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ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
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ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
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for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
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ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
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ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
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ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
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ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
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}
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static void ImGui_ImplDX11_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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{
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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ID3D11Texture2D* pTexture = NULL;
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D3D11_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = pixels;
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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IM_ASSERT(pTexture != NULL);
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
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pTexture->Release();
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}
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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// Create texture sampler
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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{
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D3D11_SAMPLER_DESC desc;
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|
ZeroMemory(&desc, sizeof(desc));
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|
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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|
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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|
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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|
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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|
desc.MipLODBias = 0.f;
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|
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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|
desc.MinLOD = 0.f;
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|
desc.MaxLOD = D3D11_FLOAT32_MAX;
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|
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
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|
}
|
|
}
|
|
|
|
bool ImGui_ImplDX11_CreateDeviceObjects()
|
|
{
|
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
|
if (!bd->pd3dDevice)
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|
return false;
|
|
if (bd->pFontSampler)
|
|
ImGui_ImplDX11_InvalidateDeviceObjects();
|
|
|
|
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
|
// If you would like to use this DX11 sample code but remove this dependency you can:
|
|
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
|
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
|
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
|
|
|
// Create the vertex shader
|
|
{
|
|
shader_t shader = getDX11VertexShader(bd->pd3dDevice->GetFeatureLevel());
|
|
|
|
auto x = bd->pd3dDevice->CreateVertexShader(shader.shaderBlob, shader.shaderBlobSize, NULL, &bd->pVertexShader);
|
|
if (x != S_OK)
|
|
return false;
|
|
|
|
// Create the input layout
|
|
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
|
{
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
};
|
|
|
|
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, shader.shaderBlob, shader.shaderBlobSize, &bd->pInputLayout) != S_OK)
|
|
return false;
|
|
|
|
// Create the constant buffer
|
|
{
|
|
D3D11_BUFFER_DESC desc;
|
|
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
|
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
|
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
desc.MiscFlags = 0;
|
|
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
|
|
}
|
|
}
|
|
|
|
// Create the pixel shader
|
|
{
|
|
shader_t shader = getDX11PixelShader(bd->pd3dDevice->GetFeatureLevel());
|
|
|
|
if (bd->pd3dDevice->CreatePixelShader(shader.shaderBlob, shader.shaderBlobSize, NULL, &bd->pPixelShader) != S_OK)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Create the blending setup
|
|
{
|
|
D3D11_BLEND_DESC desc;
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
desc.AlphaToCoverageEnable = false;
|
|
desc.RenderTarget[0].BlendEnable = true;
|
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
|
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
|
|
}
|
|
|
|
// Create the rasterizer state
|
|
{
|
|
D3D11_RASTERIZER_DESC desc;
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
desc.FillMode = D3D11_FILL_SOLID;
|
|
desc.CullMode = D3D11_CULL_NONE;
|
|
desc.ScissorEnable = true;
|
|
desc.DepthClipEnable = true;
|
|
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
|
}
|
|
|
|
// Create depth-stencil State
|
|
{
|
|
D3D11_DEPTH_STENCIL_DESC desc;
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
desc.DepthEnable = false;
|
|
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
|
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
|
desc.StencilEnable = false;
|
|
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
|
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
|
desc.BackFace = desc.FrontFace;
|
|
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
|
}
|
|
|
|
ImGui_ImplDX11_CreateFontsTexture();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
|
{
|
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
|
if (!bd->pd3dDevice)
|
|
return;
|
|
|
|
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
|
|
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
|
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
|
|
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
|
|
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
|
|
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
|
|
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
|
|
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
|
|
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
|
|
}
|
|
|
|
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
|
|
io.BackendRendererUserData = (void*)bd;
|
|
io.BackendRendererName = "imgui_impl_dx11";
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
|
|
// Get factory from device
|
|
IDXGIDevice* pDXGIDevice = NULL;
|
|
IDXGIAdapter* pDXGIAdapter = NULL;
|
|
IDXGIFactory* pFactory = NULL;
|
|
|
|
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
|
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
|
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
|
{
|
|
bd->pd3dDevice = device;
|
|
bd->pd3dDeviceContext = device_context;
|
|
bd->pFactory = pFactory;
|
|
}
|
|
if (pDXGIDevice) pDXGIDevice->Release();
|
|
if (pDXGIAdapter) pDXGIAdapter->Release();
|
|
bd->pd3dDevice->AddRef();
|
|
bd->pd3dDeviceContext->AddRef();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX11_Shutdown()
|
|
{
|
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
|
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui_ImplDX11_InvalidateDeviceObjects();
|
|
if (bd->pFactory) { bd->pFactory->Release(); }
|
|
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
|
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
|
|
io.BackendRendererName = NULL;
|
|
io.BackendRendererUserData = NULL;
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
bool ImGui_ImplDX11_NewFrame()
|
|
{
|
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
|
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
|
|
|
|
if (!bd->pFontSampler)
|
|
return ImGui_ImplDX11_CreateDeviceObjects();
|
|
|
|
return true;
|
|
}
|