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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef! |
6 | // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). |
7 | // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). |
8 | // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. |
9 | // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
10 | |
11 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
12 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
13 | // Learn about Dear ImGui: |
14 | // - FAQ https://dearimgui.com/faq |
15 | // - Getting Started https://dearimgui.com/getting-started |
16 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
17 | // - Introduction, links and more at the top of imgui.cpp |
18 | |
19 | // CHANGELOG |
20 | // (minor and older changes stripped away, please see git history for details) |
21 | // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
22 | // 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. |
23 | // 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). |
24 | // 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports. |
25 | // 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler. |
26 | // 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap. |
27 | // 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. |
28 | // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
29 | // 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). |
30 | // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) |
31 | // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. |
32 | // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). |
33 | // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. |
34 | // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
35 | // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
36 | // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). |
37 | // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. |
38 | // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. |
39 | // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. |
40 | // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. |
41 | // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. |
42 | // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. |
43 | // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
44 | // 2016-05-07: DirectX11: Disabling depth-write. |
45 | |
46 | #include "imgui.h" |
47 | #ifndef IMGUI_DISABLE |
48 | #include "imgui_impl_dx11.h" |
49 | |
50 | // DirectX |
51 | #include <stdio.h> |
52 | #include <d3d11.h> |
53 | #include <d3dcompiler.h> |
54 | #ifdef _MSC_VER |
55 | #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. |
56 | #endif |
57 | |
58 | // Clang/GCC warnings with -Weverything |
59 | #if defined(__clang__) |
60 | #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. |
61 | #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness |
62 | #endif |
63 | |
64 | // DirectX11 data |
65 | struct ImGui_ImplDX11_Texture |
66 | { |
67 | ID3D11Texture2D* pTexture; |
68 | ID3D11ShaderResourceView* pTextureView; |
69 | }; |
70 | |
71 | struct ImGui_ImplDX11_Data |
72 | { |
73 | ID3D11Device* pd3dDevice; |
74 | ID3D11DeviceContext* pd3dDeviceContext; |
75 | IDXGIFactory* pFactory; |
76 | ID3D11Buffer* pVB; |
77 | ID3D11Buffer* pIB; |
78 | ID3D11VertexShader* pVertexShader; |
79 | ID3D11InputLayout* pInputLayout; |
80 | ID3D11Buffer* pVertexConstantBuffer; |
81 | ID3D11PixelShader* pPixelShader; |
82 | ID3D11SamplerState* pFontSampler; |
83 | ID3D11RasterizerState* pRasterizerState; |
84 | ID3D11BlendState* pBlendState; |
85 | ID3D11DepthStencilState* pDepthStencilState; |
86 | int VertexBufferSize; |
87 | int IndexBufferSize; |
88 | ImVector<DXGI_SWAP_CHAIN_DESC> SwapChainDescsForViewports; |
89 | |
90 | ImGui_ImplDX11_Data() { memset(s: (void*)this, c: 0, n: sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } |
91 | }; |
92 | |
93 | struct VERTEX_CONSTANT_BUFFER_DX11 |
94 | { |
95 | float mvp[4][4]; |
96 | }; |
97 | |
98 | // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts |
99 | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
100 | static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() |
101 | { |
102 | return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
103 | } |
104 | |
105 | // Forward Declarations |
106 | static void ImGui_ImplDX11_InitMultiViewportSupport(); |
107 | static void ImGui_ImplDX11_ShutdownMultiViewportSupport(); |
108 | |
109 | // Functions |
110 | static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx) |
111 | { |
112 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
113 | |
114 | // Setup viewport |
115 | D3D11_VIEWPORT vp = {}; |
116 | vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x; |
117 | vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y; |
118 | vp.MinDepth = 0.0f; |
119 | vp.MaxDepth = 1.0f; |
120 | vp.TopLeftX = vp.TopLeftY = 0; |
121 | device_ctx->RSSetViewports(1, &vp); |
122 | |
123 | // Setup orthographic projection matrix into our constant buffer |
124 | // 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. |
125 | D3D11_MAPPED_SUBRESOURCE mapped_resource; |
126 | if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) |
127 | { |
128 | VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; |
129 | float L = draw_data->DisplayPos.x; |
130 | float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; |
131 | float T = draw_data->DisplayPos.y; |
132 | float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; |
133 | float mvp[4][4] = |
134 | { |
135 | { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, |
136 | { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, |
137 | { 0.0f, 0.0f, 0.5f, 0.0f }, |
138 | { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, |
139 | }; |
140 | memcpy(dest: &constant_buffer->mvp, src: mvp, n: sizeof(mvp)); |
141 | device_ctx->Unmap(bd->pVertexConstantBuffer, 0); |
142 | } |
143 | |
144 | // Setup shader and vertex buffers |
145 | unsigned int stride = sizeof(ImDrawVert); |
146 | unsigned int offset = 0; |
147 | device_ctx->IASetInputLayout(bd->pInputLayout); |
148 | device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); |
149 | device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); |
150 | device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
151 | device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0); |
152 | device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); |
153 | device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0); |
154 | device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler); |
155 | device_ctx->GSSetShader(nullptr, nullptr, 0); |
156 | device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. |
157 | device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. |
158 | device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. |
159 | |
160 | // Setup render state |
161 | const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
162 | device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); |
163 | device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); |
164 | device_ctx->RSSetState(bd->pRasterizerState); |
165 | } |
166 | |
167 | // Render function |
168 | void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) |
169 | { |
170 | // Avoid rendering when minimized |
171 | if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
172 | return; |
173 | |
174 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
175 | ID3D11DeviceContext* device = bd->pd3dDeviceContext; |
176 | |
177 | // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. |
178 | // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). |
179 | if (draw_data->Textures != nullptr) |
180 | for (ImTextureData* tex : *draw_data->Textures) |
181 | if (tex->Status != ImTextureStatus_OK) |
182 | ImGui_ImplDX11_UpdateTexture(tex); |
183 | |
184 | // Create and grow vertex/index buffers if needed |
185 | if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) |
186 | { |
187 | if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } |
188 | bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; |
189 | D3D11_BUFFER_DESC desc = {}; |
190 | desc.Usage = D3D11_USAGE_DYNAMIC; |
191 | desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); |
192 | desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
193 | desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
194 | desc.MiscFlags = 0; |
195 | if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) |
196 | return; |
197 | } |
198 | if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) |
199 | { |
200 | if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } |
201 | bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; |
202 | D3D11_BUFFER_DESC desc = {}; |
203 | desc.Usage = D3D11_USAGE_DYNAMIC; |
204 | desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); |
205 | desc.BindFlags = D3D11_BIND_INDEX_BUFFER; |
206 | desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
207 | if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) |
208 | return; |
209 | } |
210 | |
211 | // Upload vertex/index data into a single contiguous GPU buffer |
212 | D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; |
213 | if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) |
214 | return; |
215 | if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) |
216 | return; |
217 | ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; |
218 | ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; |
219 | for (const ImDrawList* draw_list : draw_data->CmdLists) |
220 | { |
221 | memcpy(dest: vtx_dst, src: draw_list->VtxBuffer.Data, n: draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
222 | memcpy(dest: idx_dst, src: draw_list->IdxBuffer.Data, n: draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
223 | vtx_dst += draw_list->VtxBuffer.Size; |
224 | idx_dst += draw_list->IdxBuffer.Size; |
225 | } |
226 | device->Unmap(bd->pVB, 0); |
227 | device->Unmap(bd->pIB, 0); |
228 | |
229 | // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) |
230 | struct BACKUP_DX11_STATE |
231 | { |
232 | UINT ScissorRectsCount, ViewportsCount; |
233 | D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
234 | D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
235 | ID3D11RasterizerState* RS; |
236 | ID3D11BlendState* BlendState; |
237 | FLOAT BlendFactor[4]; |
238 | UINT SampleMask; |
239 | UINT StencilRef; |
240 | ID3D11DepthStencilState* DepthStencilState; |
241 | ID3D11ShaderResourceView* PSShaderResource; |
242 | ID3D11SamplerState* PSSampler; |
243 | ID3D11PixelShader* PS; |
244 | ID3D11VertexShader* VS; |
245 | ID3D11GeometryShader* GS; |
246 | UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; |
247 | ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation |
248 | D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; |
249 | ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; |
250 | UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; |
251 | DXGI_FORMAT IndexBufferFormat; |
252 | ID3D11InputLayout* InputLayout; |
253 | }; |
254 | BACKUP_DX11_STATE old = {}; |
255 | old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
256 | device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); |
257 | device->RSGetViewports(&old.ViewportsCount, old.Viewports); |
258 | device->RSGetState(&old.RS); |
259 | device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); |
260 | device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); |
261 | device->PSGetShaderResources(0, 1, &old.PSShaderResource); |
262 | device->PSGetSamplers(0, 1, &old.PSSampler); |
263 | old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; |
264 | device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); |
265 | device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); |
266 | device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); |
267 | device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); |
268 | |
269 | device->IAGetPrimitiveTopology(&old.PrimitiveTopology); |
270 | device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); |
271 | device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); |
272 | device->IAGetInputLayout(&old.InputLayout); |
273 | |
274 | // Setup desired DX state |
275 | ImGui_ImplDX11_SetupRenderState(draw_data, device_ctx: device); |
276 | |
277 | // Setup render state structure (for callbacks and custom texture bindings) |
278 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
279 | ImGui_ImplDX11_RenderState render_state; |
280 | render_state.Device = bd->pd3dDevice; |
281 | render_state.DeviceContext = bd->pd3dDeviceContext; |
282 | render_state.SamplerDefault = bd->pFontSampler; |
283 | render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; |
284 | platform_io.Renderer_RenderState = &render_state; |
285 | |
286 | // Render command lists |
287 | // (Because we merged all buffers into a single one, we maintain our own offset into them) |
288 | int global_idx_offset = 0; |
289 | int global_vtx_offset = 0; |
290 | ImVec2 clip_off = draw_data->DisplayPos; |
291 | ImVec2 clip_scale = draw_data->FramebufferScale; |
292 | for (const ImDrawList* draw_list : draw_data->CmdLists) |
293 | { |
294 | for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) |
295 | { |
296 | const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; |
297 | if (pcmd->UserCallback != nullptr) |
298 | { |
299 | // User callback, registered via ImDrawList::AddCallback() |
300 | // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
301 | if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
302 | ImGui_ImplDX11_SetupRenderState(draw_data, device_ctx: device); |
303 | else |
304 | pcmd->UserCallback(draw_list, pcmd); |
305 | } |
306 | else |
307 | { |
308 | // Project scissor/clipping rectangles into framebuffer space |
309 | ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); |
310 | ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); |
311 | if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
312 | continue; |
313 | |
314 | // Apply scissor/clipping rectangle |
315 | const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; |
316 | device->RSSetScissorRects(1, &r); |
317 | |
318 | // Bind texture, Draw |
319 | ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); |
320 | device->PSSetShaderResources(0, 1, &texture_srv); |
321 | device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); |
322 | } |
323 | } |
324 | global_idx_offset += draw_list->IdxBuffer.Size; |
325 | global_vtx_offset += draw_list->VtxBuffer.Size; |
326 | } |
327 | platform_io.Renderer_RenderState = nullptr; |
328 | |
329 | // Restore modified DX state |
330 | device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); |
331 | device->RSSetViewports(old.ViewportsCount, old.Viewports); |
332 | device->RSSetState(old.RS); if (old.RS) old.RS->Release(); |
333 | device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); |
334 | device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); |
335 | device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); |
336 | device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); |
337 | device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); |
338 | for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); |
339 | device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); |
340 | device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); |
341 | device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); |
342 | for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); |
343 | device->IASetPrimitiveTopology(old.PrimitiveTopology); |
344 | device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); |
345 | device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); |
346 | device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); |
347 | } |
348 | |
349 | static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex) |
350 | { |
351 | ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData; |
352 | if (backend_tex == nullptr) |
353 | return; |
354 | IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); |
355 | backend_tex->pTextureView->Release(); |
356 | backend_tex->pTexture->Release(); |
357 | IM_DELETE(p: backend_tex); |
358 | |
359 | // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) |
360 | tex->SetTexID(ImTextureID_Invalid); |
361 | tex->SetStatus(ImTextureStatus_Destroyed); |
362 | tex->BackendUserData = nullptr; |
363 | } |
364 | |
365 | void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex) |
366 | { |
367 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
368 | if (tex->Status == ImTextureStatus_WantCreate) |
369 | { |
370 | // Create and upload new texture to graphics system |
371 | //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); |
372 | IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); |
373 | IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); |
374 | unsigned int* pixels = (unsigned int*)tex->GetPixels(); |
375 | ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)(); |
376 | |
377 | // Create texture |
378 | D3D11_TEXTURE2D_DESC desc; |
379 | ZeroMemory(&desc, sizeof(desc)); |
380 | desc.Width = (UINT)tex->Width; |
381 | desc.Height = (UINT)tex->Height; |
382 | desc.MipLevels = 1; |
383 | desc.ArraySize = 1; |
384 | desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
385 | desc.SampleDesc.Count = 1; |
386 | desc.Usage = D3D11_USAGE_DEFAULT; |
387 | desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; |
388 | desc.CPUAccessFlags = 0; |
389 | D3D11_SUBRESOURCE_DATA subResource; |
390 | subResource.pSysMem = pixels; |
391 | subResource.SysMemPitch = desc.Width * 4; |
392 | subResource.SysMemSlicePitch = 0; |
393 | bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture); |
394 | IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!" ); |
395 | |
396 | // Create texture view |
397 | D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
398 | ZeroMemory(&srvDesc, sizeof(srvDesc)); |
399 | srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
400 | srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
401 | srvDesc.Texture2D.MipLevels = desc.MipLevels; |
402 | srvDesc.Texture2D.MostDetailedMip = 0; |
403 | bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView); |
404 | IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!" ); |
405 | |
406 | // Store identifiers |
407 | tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView); |
408 | tex->SetStatus(ImTextureStatus_OK); |
409 | tex->BackendUserData = backend_tex; |
410 | } |
411 | else if (tex->Status == ImTextureStatus_WantUpdates) |
412 | { |
413 | // Update selected blocks. We only ever write to textures regions which have never been used before! |
414 | // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. |
415 | ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData; |
416 | IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); |
417 | for (ImTextureRect& r : tex->Updates) |
418 | { |
419 | D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 }; |
420 | bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0); |
421 | } |
422 | tex->SetStatus(ImTextureStatus_OK); |
423 | } |
424 | if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) |
425 | ImGui_ImplDX11_DestroyTexture(tex); |
426 | } |
427 | |
428 | bool ImGui_ImplDX11_CreateDeviceObjects() |
429 | { |
430 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
431 | if (!bd->pd3dDevice) |
432 | return false; |
433 | ImGui_ImplDX11_InvalidateDeviceObjects(); |
434 | |
435 | // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) |
436 | // If you would like to use this DX11 sample code but remove this dependency you can: |
437 | // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] |
438 | // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. |
439 | // See https://github.com/ocornut/imgui/pull/638 for sources and details. |
440 | |
441 | // Create the vertex shader |
442 | { |
443 | static const char* vertexShader = |
444 | "cbuffer vertexBuffer : register(b0) \ |
445 | {\ |
446 | float4x4 ProjectionMatrix; \ |
447 | };\ |
448 | struct VS_INPUT\ |
449 | {\ |
450 | float2 pos : POSITION;\ |
451 | float4 col : COLOR0;\ |
452 | float2 uv : TEXCOORD0;\ |
453 | };\ |
454 | \ |
455 | struct PS_INPUT\ |
456 | {\ |
457 | float4 pos : SV_POSITION;\ |
458 | float4 col : COLOR0;\ |
459 | float2 uv : TEXCOORD0;\ |
460 | };\ |
461 | \ |
462 | PS_INPUT main(VS_INPUT input)\ |
463 | {\ |
464 | PS_INPUT output;\ |
465 | output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ |
466 | output.col = input.col;\ |
467 | output.uv = input.uv;\ |
468 | return output;\ |
469 | }" ; |
470 | |
471 | ID3DBlob* vertexShaderBlob; |
472 | if (FAILED(D3DCompile(vertexShader, strlen(s: vertexShader), nullptr, nullptr, nullptr, "main" , "vs_4_0" , 0, 0, &vertexShaderBlob, nullptr))) |
473 | return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
474 | if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK) |
475 | { |
476 | vertexShaderBlob->Release(); |
477 | return false; |
478 | } |
479 | |
480 | // Create the input layout |
481 | D3D11_INPUT_ELEMENT_DESC local_layout[] = |
482 | { |
483 | { "POSITION" , 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
484 | { "TEXCOORD" , 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
485 | { "COLOR" , 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
486 | }; |
487 | if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) |
488 | { |
489 | vertexShaderBlob->Release(); |
490 | return false; |
491 | } |
492 | vertexShaderBlob->Release(); |
493 | |
494 | // Create the constant buffer |
495 | { |
496 | D3D11_BUFFER_DESC desc = {}; |
497 | desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); |
498 | desc.Usage = D3D11_USAGE_DYNAMIC; |
499 | desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
500 | desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
501 | desc.MiscFlags = 0; |
502 | bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); |
503 | } |
504 | } |
505 | |
506 | // Create the pixel shader |
507 | { |
508 | static const char* pixelShader = |
509 | "struct PS_INPUT\ |
510 | {\ |
511 | float4 pos : SV_POSITION;\ |
512 | float4 col : COLOR0;\ |
513 | float2 uv : TEXCOORD0;\ |
514 | };\ |
515 | sampler sampler0;\ |
516 | Texture2D texture0;\ |
517 | \ |
518 | float4 main(PS_INPUT input) : SV_Target\ |
519 | {\ |
520 | float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ |
521 | return out_col; \ |
522 | }" ; |
523 | |
524 | ID3DBlob* pixelShaderBlob; |
525 | if (FAILED(D3DCompile(pixelShader, strlen(s: pixelShader), nullptr, nullptr, nullptr, "main" , "ps_4_0" , 0, 0, &pixelShaderBlob, nullptr))) |
526 | return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
527 | if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK) |
528 | { |
529 | pixelShaderBlob->Release(); |
530 | return false; |
531 | } |
532 | pixelShaderBlob->Release(); |
533 | } |
534 | |
535 | // Create the blending setup |
536 | { |
537 | D3D11_BLEND_DESC desc; |
538 | ZeroMemory(&desc, sizeof(desc)); |
539 | desc.AlphaToCoverageEnable = false; |
540 | desc.RenderTarget[0].BlendEnable = true; |
541 | desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; |
542 | desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; |
543 | desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; |
544 | desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; |
545 | desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; |
546 | desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; |
547 | desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
548 | bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); |
549 | } |
550 | |
551 | // Create the rasterizer state |
552 | { |
553 | D3D11_RASTERIZER_DESC desc; |
554 | ZeroMemory(&desc, sizeof(desc)); |
555 | desc.FillMode = D3D11_FILL_SOLID; |
556 | desc.CullMode = D3D11_CULL_NONE; |
557 | desc.ScissorEnable = true; |
558 | desc.DepthClipEnable = true; |
559 | bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); |
560 | } |
561 | |
562 | // Create depth-stencil State |
563 | { |
564 | D3D11_DEPTH_STENCIL_DESC desc; |
565 | ZeroMemory(&desc, sizeof(desc)); |
566 | desc.DepthEnable = false; |
567 | desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; |
568 | desc.DepthFunc = D3D11_COMPARISON_ALWAYS; |
569 | desc.StencilEnable = false; |
570 | desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; |
571 | desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; |
572 | desc.BackFace = desc.FrontFace; |
573 | bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); |
574 | } |
575 | |
576 | // Create texture sampler |
577 | // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) |
578 | { |
579 | D3D11_SAMPLER_DESC desc; |
580 | ZeroMemory(&desc, sizeof(desc)); |
581 | desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; |
582 | desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; |
583 | desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; |
584 | desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; |
585 | desc.MipLODBias = 0.f; |
586 | desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; |
587 | desc.MinLOD = 0.f; |
588 | desc.MaxLOD = 0.f; |
589 | bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); |
590 | } |
591 | |
592 | return true; |
593 | } |
594 | |
595 | void ImGui_ImplDX11_InvalidateDeviceObjects() |
596 | { |
597 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
598 | if (!bd->pd3dDevice) |
599 | return; |
600 | |
601 | // Destroy all textures |
602 | for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) |
603 | if (tex->RefCount == 1) |
604 | ImGui_ImplDX11_DestroyTexture(tex); |
605 | |
606 | if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } |
607 | if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } |
608 | if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } |
609 | if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } |
610 | if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } |
611 | if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } |
612 | if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } |
613 | if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } |
614 | if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } |
615 | if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } |
616 | } |
617 | |
618 | bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) |
619 | { |
620 | ImGuiIO& io = ImGui::GetIO(); |
621 | IMGUI_CHECKVERSION(); |
622 | IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!" ); |
623 | |
624 | // Setup backend capabilities flags |
625 | ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); |
626 | io.BackendRendererUserData = (void*)bd; |
627 | io.BackendRendererName = "imgui_impl_dx11" ; |
628 | io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
629 | io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. |
630 | io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) |
631 | |
632 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
633 | platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; |
634 | |
635 | // Get factory from device |
636 | IDXGIDevice* pDXGIDevice = nullptr; |
637 | IDXGIAdapter* pDXGIAdapter = nullptr; |
638 | IDXGIFactory* pFactory = nullptr; |
639 | |
640 | if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) |
641 | if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) |
642 | if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) |
643 | { |
644 | bd->pd3dDevice = device; |
645 | bd->pd3dDeviceContext = device_context; |
646 | bd->pFactory = pFactory; |
647 | } |
648 | if (pDXGIDevice) pDXGIDevice->Release(); |
649 | if (pDXGIAdapter) pDXGIAdapter->Release(); |
650 | bd->pd3dDevice->AddRef(); |
651 | bd->pd3dDeviceContext->AddRef(); |
652 | |
653 | ImGui_ImplDX11_InitMultiViewportSupport(); |
654 | |
655 | return true; |
656 | } |
657 | |
658 | void ImGui_ImplDX11_Shutdown() |
659 | { |
660 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
661 | IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?" ); |
662 | ImGuiIO& io = ImGui::GetIO(); |
663 | |
664 | ImGui_ImplDX11_ShutdownMultiViewportSupport(); |
665 | ImGui_ImplDX11_InvalidateDeviceObjects(); |
666 | if (bd->pFactory) { bd->pFactory->Release(); } |
667 | if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } |
668 | if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } |
669 | io.BackendRendererName = nullptr; |
670 | io.BackendRendererUserData = nullptr; |
671 | io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); |
672 | IM_DELETE(p: bd); |
673 | } |
674 | |
675 | void ImGui_ImplDX11_NewFrame() |
676 | { |
677 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
678 | IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?" ); |
679 | |
680 | if (!bd->pVertexShader) |
681 | if (!ImGui_ImplDX11_CreateDeviceObjects()) |
682 | IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!" ); |
683 | } |
684 | |
685 | //-------------------------------------------------------------------------------------------------------- |
686 | // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
687 | // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
688 | // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. |
689 | //-------------------------------------------------------------------------------------------------------- |
690 | |
691 | // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. |
692 | struct ImGui_ImplDX11_ViewportData |
693 | { |
694 | IDXGISwapChain* SwapChain; |
695 | ID3D11RenderTargetView* RTView; |
696 | |
697 | ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; } |
698 | ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } |
699 | }; |
700 | |
701 | // Multi-Viewports: configure templates used when creating swapchains for secondary viewports. Will try them in order. |
702 | // This is intentionally not declared in the .h file yet, so you will need to copy this declaration: |
703 | void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count); |
704 | void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count) |
705 | { |
706 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
707 | bd->SwapChainDescsForViewports.resize(new_size: desc_templates_count); |
708 | memcpy(dest: bd->SwapChainDescsForViewports.Data, src: desc_templates, n: sizeof(DXGI_SWAP_CHAIN_DESC)); |
709 | } |
710 | |
711 | static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) |
712 | { |
713 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
714 | ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)(); |
715 | viewport->RendererUserData = vd; |
716 | |
717 | // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). |
718 | // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. |
719 | HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; |
720 | IM_ASSERT(hwnd != 0); |
721 | IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); |
722 | |
723 | // Create swap chain |
724 | HRESULT hr = DXGI_ERROR_UNSUPPORTED; |
725 | for (const DXGI_SWAP_CHAIN_DESC& sd_template : bd->SwapChainDescsForViewports) |
726 | { |
727 | IM_ASSERT(sd_template.BufferDesc.Width == 0 && sd_template.BufferDesc.Height == 0 && sd_template.OutputWindow == nullptr); |
728 | DXGI_SWAP_CHAIN_DESC sd = sd_template; |
729 | sd.BufferDesc.Width = (UINT)viewport->Size.x; |
730 | sd.BufferDesc.Height = (UINT)viewport->Size.y; |
731 | sd.OutputWindow = hwnd; |
732 | hr = bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); |
733 | if (SUCCEEDED(hr)) |
734 | break; |
735 | } |
736 | IM_ASSERT(SUCCEEDED(hr)); |
737 | |
738 | // Create the render target |
739 | if (vd->SwapChain != nullptr) |
740 | { |
741 | ID3D11Texture2D* pBackBuffer; |
742 | vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); |
743 | bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); |
744 | pBackBuffer->Release(); |
745 | } |
746 | } |
747 | |
748 | static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport) |
749 | { |
750 | // The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it. |
751 | if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData) |
752 | { |
753 | if (vd->SwapChain) |
754 | vd->SwapChain->Release(); |
755 | vd->SwapChain = nullptr; |
756 | if (vd->RTView) |
757 | vd->RTView->Release(); |
758 | vd->RTView = nullptr; |
759 | IM_DELETE(p: vd); |
760 | } |
761 | viewport->RendererUserData = nullptr; |
762 | } |
763 | |
764 | static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
765 | { |
766 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
767 | ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; |
768 | if (vd->RTView) |
769 | { |
770 | vd->RTView->Release(); |
771 | vd->RTView = nullptr; |
772 | } |
773 | if (vd->SwapChain) |
774 | { |
775 | ID3D11Texture2D* pBackBuffer = nullptr; |
776 | vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); |
777 | vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); |
778 | if (pBackBuffer == nullptr) { fprintf(stderr, format: "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n" ); return; } |
779 | bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); |
780 | pBackBuffer->Release(); |
781 | } |
782 | } |
783 | |
784 | static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) |
785 | { |
786 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
787 | ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; |
788 | ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); |
789 | bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr); |
790 | if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) |
791 | bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color); |
792 | ImGui_ImplDX11_RenderDrawData(draw_data: viewport->DrawData); |
793 | } |
794 | |
795 | static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*) |
796 | { |
797 | ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; |
798 | vd->SwapChain->Present(0, 0); // Present without vsync |
799 | } |
800 | |
801 | static void ImGui_ImplDX11_InitMultiViewportSupport() |
802 | { |
803 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
804 | platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow; |
805 | platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow; |
806 | platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize; |
807 | platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow; |
808 | platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers; |
809 | |
810 | // Default swapchain format |
811 | DXGI_SWAP_CHAIN_DESC sd; |
812 | ZeroMemory(&sd, sizeof(sd)); |
813 | sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
814 | sd.SampleDesc.Count = 1; |
815 | sd.SampleDesc.Quality = 0; |
816 | sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
817 | sd.BufferCount = 1; |
818 | sd.Windowed = TRUE; |
819 | sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; |
820 | sd.Flags = 0; |
821 | ImGui_ImplDX11_SetSwapChainDescs(desc_templates: &sd, desc_templates_count: 1); |
822 | } |
823 | |
824 | static void ImGui_ImplDX11_ShutdownMultiViewportSupport() |
825 | { |
826 | ImGui::DestroyPlatformWindows(); |
827 | } |
828 | |
829 | //----------------------------------------------------------------------------- |
830 | |
831 | #endif // #ifndef IMGUI_DISABLE |
832 | |