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: Large meshes support (64k+ vertices) with 16-bit indices. |
7 | // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
8 | |
9 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
10 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
11 | // Learn about Dear ImGui: |
12 | // - FAQ https://dearimgui.com/faq |
13 | // - Getting Started https://dearimgui.com/getting-started |
14 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
15 | // - Introduction, links and more at the top of imgui.cpp |
16 | |
17 | // CHANGELOG |
18 | // (minor and older changes stripped away, please see git history for details) |
19 | // 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
20 | // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
21 | // 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). |
22 | // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) |
23 | // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. |
24 | // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). |
25 | // 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. |
26 | // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
27 | // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
28 | // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). |
29 | // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. |
30 | // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. |
31 | // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. |
32 | // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. |
33 | // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. |
34 | // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. |
35 | // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
36 | // 2016-05-07: DirectX11: Disabling depth-write. |
37 | |
38 | #include "imgui.h" |
39 | #ifndef IMGUI_DISABLE |
40 | #include "imgui_impl_dx11.h" |
41 | |
42 | // DirectX |
43 | #include <stdio.h> |
44 | #include <d3d11.h> |
45 | #include <d3dcompiler.h> |
46 | #ifdef _MSC_VER |
47 | #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. |
48 | #endif |
49 | |
50 | // DirectX11 data |
51 | struct ImGui_ImplDX11_Data |
52 | { |
53 | ID3D11Device* pd3dDevice; |
54 | ID3D11DeviceContext* pd3dDeviceContext; |
55 | IDXGIFactory* pFactory; |
56 | ID3D11Buffer* pVB; |
57 | ID3D11Buffer* pIB; |
58 | ID3D11VertexShader* pVertexShader; |
59 | ID3D11InputLayout* pInputLayout; |
60 | ID3D11Buffer* pVertexConstantBuffer; |
61 | ID3D11PixelShader* pPixelShader; |
62 | ID3D11SamplerState* pFontSampler; |
63 | ID3D11ShaderResourceView* pFontTextureView; |
64 | ID3D11RasterizerState* pRasterizerState; |
65 | ID3D11BlendState* pBlendState; |
66 | ID3D11DepthStencilState* pDepthStencilState; |
67 | int VertexBufferSize; |
68 | int IndexBufferSize; |
69 | |
70 | ImGui_ImplDX11_Data() { memset(s: (void*)this, c: 0, n: sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } |
71 | }; |
72 | |
73 | struct VERTEX_CONSTANT_BUFFER_DX11 |
74 | { |
75 | float mvp[4][4]; |
76 | }; |
77 | |
78 | // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts |
79 | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
80 | static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() |
81 | { |
82 | return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
83 | } |
84 | |
85 | // Forward Declarations |
86 | static void ImGui_ImplDX11_InitPlatformInterface(); |
87 | static void ImGui_ImplDX11_ShutdownPlatformInterface(); |
88 | |
89 | // Functions |
90 | static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) |
91 | { |
92 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
93 | |
94 | // Setup viewport |
95 | D3D11_VIEWPORT vp; |
96 | memset(s: &vp, c: 0, n: sizeof(D3D11_VIEWPORT)); |
97 | vp.Width = draw_data->DisplaySize.x; |
98 | vp.Height = draw_data->DisplaySize.y; |
99 | vp.MinDepth = 0.0f; |
100 | vp.MaxDepth = 1.0f; |
101 | vp.TopLeftX = vp.TopLeftY = 0; |
102 | ctx->RSSetViewports(1, &vp); |
103 | |
104 | // Setup shader and vertex buffers |
105 | unsigned int stride = sizeof(ImDrawVert); |
106 | unsigned int offset = 0; |
107 | ctx->IASetInputLayout(bd->pInputLayout); |
108 | ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); |
109 | ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); |
110 | ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
111 | ctx->VSSetShader(bd->pVertexShader, nullptr, 0); |
112 | ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); |
113 | ctx->PSSetShader(bd->pPixelShader, nullptr, 0); |
114 | ctx->PSSetSamplers(0, 1, &bd->pFontSampler); |
115 | ctx->GSSetShader(nullptr, nullptr, 0); |
116 | ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. |
117 | ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. |
118 | ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. |
119 | |
120 | // Setup blend state |
121 | const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
122 | ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); |
123 | ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); |
124 | ctx->RSSetState(bd->pRasterizerState); |
125 | } |
126 | |
127 | // Render function |
128 | void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) |
129 | { |
130 | // Avoid rendering when minimized |
131 | if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
132 | return; |
133 | |
134 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
135 | ID3D11DeviceContext* ctx = bd->pd3dDeviceContext; |
136 | |
137 | // Create and grow vertex/index buffers if needed |
138 | if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) |
139 | { |
140 | if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } |
141 | bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; |
142 | D3D11_BUFFER_DESC desc; |
143 | memset(s: &desc, c: 0, n: sizeof(D3D11_BUFFER_DESC)); |
144 | desc.Usage = D3D11_USAGE_DYNAMIC; |
145 | desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); |
146 | desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
147 | desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
148 | desc.MiscFlags = 0; |
149 | if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) |
150 | return; |
151 | } |
152 | if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) |
153 | { |
154 | if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } |
155 | bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; |
156 | D3D11_BUFFER_DESC desc; |
157 | memset(s: &desc, c: 0, n: sizeof(D3D11_BUFFER_DESC)); |
158 | desc.Usage = D3D11_USAGE_DYNAMIC; |
159 | desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); |
160 | desc.BindFlags = D3D11_BIND_INDEX_BUFFER; |
161 | desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
162 | if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) |
163 | return; |
164 | } |
165 | |
166 | // Upload vertex/index data into a single contiguous GPU buffer |
167 | D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; |
168 | if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) |
169 | return; |
170 | if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) |
171 | return; |
172 | ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; |
173 | ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; |
174 | for (int n = 0; n < draw_data->CmdListsCount; n++) |
175 | { |
176 | const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
177 | memcpy(dest: vtx_dst, src: cmd_list->VtxBuffer.Data, n: cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
178 | memcpy(dest: idx_dst, src: cmd_list->IdxBuffer.Data, n: cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
179 | vtx_dst += cmd_list->VtxBuffer.Size; |
180 | idx_dst += cmd_list->IdxBuffer.Size; |
181 | } |
182 | ctx->Unmap(bd->pVB, 0); |
183 | ctx->Unmap(bd->pIB, 0); |
184 | |
185 | // Setup orthographic projection matrix into our constant buffer |
186 | // 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. |
187 | { |
188 | D3D11_MAPPED_SUBRESOURCE mapped_resource; |
189 | if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) |
190 | return; |
191 | VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; |
192 | float L = draw_data->DisplayPos.x; |
193 | float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; |
194 | float T = draw_data->DisplayPos.y; |
195 | float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; |
196 | float mvp[4][4] = |
197 | { |
198 | { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, |
199 | { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, |
200 | { 0.0f, 0.0f, 0.5f, 0.0f }, |
201 | { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, |
202 | }; |
203 | memcpy(dest: &constant_buffer->mvp, src: mvp, n: sizeof(mvp)); |
204 | ctx->Unmap(bd->pVertexConstantBuffer, 0); |
205 | } |
206 | |
207 | // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) |
208 | struct BACKUP_DX11_STATE |
209 | { |
210 | UINT ScissorRectsCount, ViewportsCount; |
211 | D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
212 | D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
213 | ID3D11RasterizerState* RS; |
214 | ID3D11BlendState* BlendState; |
215 | FLOAT BlendFactor[4]; |
216 | UINT SampleMask; |
217 | UINT StencilRef; |
218 | ID3D11DepthStencilState* DepthStencilState; |
219 | ID3D11ShaderResourceView* PSShaderResource; |
220 | ID3D11SamplerState* PSSampler; |
221 | ID3D11PixelShader* PS; |
222 | ID3D11VertexShader* VS; |
223 | ID3D11GeometryShader* GS; |
224 | UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; |
225 | ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation |
226 | D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; |
227 | ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; |
228 | UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; |
229 | DXGI_FORMAT IndexBufferFormat; |
230 | ID3D11InputLayout* InputLayout; |
231 | }; |
232 | BACKUP_DX11_STATE old = {}; |
233 | old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
234 | ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); |
235 | ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); |
236 | ctx->RSGetState(&old.RS); |
237 | ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); |
238 | ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); |
239 | ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); |
240 | ctx->PSGetSamplers(0, 1, &old.PSSampler); |
241 | old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; |
242 | ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); |
243 | ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); |
244 | ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); |
245 | ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); |
246 | |
247 | ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); |
248 | ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); |
249 | ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); |
250 | ctx->IAGetInputLayout(&old.InputLayout); |
251 | |
252 | // Setup desired DX state |
253 | ImGui_ImplDX11_SetupRenderState(draw_data, ctx); |
254 | |
255 | // Render command lists |
256 | // (Because we merged all buffers into a single one, we maintain our own offset into them) |
257 | int global_idx_offset = 0; |
258 | int global_vtx_offset = 0; |
259 | ImVec2 clip_off = draw_data->DisplayPos; |
260 | for (int n = 0; n < draw_data->CmdListsCount; n++) |
261 | { |
262 | const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
263 | for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
264 | { |
265 | const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
266 | if (pcmd->UserCallback != nullptr) |
267 | { |
268 | // User callback, registered via ImDrawList::AddCallback() |
269 | // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
270 | if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
271 | ImGui_ImplDX11_SetupRenderState(draw_data, ctx); |
272 | else |
273 | pcmd->UserCallback(cmd_list, pcmd); |
274 | } |
275 | else |
276 | { |
277 | // Project scissor/clipping rectangles into framebuffer space |
278 | ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); |
279 | ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); |
280 | if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
281 | continue; |
282 | |
283 | // Apply scissor/clipping rectangle |
284 | const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; |
285 | ctx->RSSetScissorRects(1, &r); |
286 | |
287 | // Bind texture, Draw |
288 | ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); |
289 | ctx->PSSetShaderResources(0, 1, &texture_srv); |
290 | ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); |
291 | } |
292 | } |
293 | global_idx_offset += cmd_list->IdxBuffer.Size; |
294 | global_vtx_offset += cmd_list->VtxBuffer.Size; |
295 | } |
296 | |
297 | // Restore modified DX state |
298 | ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); |
299 | ctx->RSSetViewports(old.ViewportsCount, old.Viewports); |
300 | ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); |
301 | ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); |
302 | ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); |
303 | ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); |
304 | ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); |
305 | ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); |
306 | for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); |
307 | ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); |
308 | ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); |
309 | ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); |
310 | for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); |
311 | ctx->IASetPrimitiveTopology(old.PrimitiveTopology); |
312 | ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); |
313 | ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); |
314 | ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); |
315 | } |
316 | |
317 | static void ImGui_ImplDX11_CreateFontsTexture() |
318 | { |
319 | // Build texture atlas |
320 | ImGuiIO& io = ImGui::GetIO(); |
321 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
322 | unsigned char* pixels; |
323 | int width, height; |
324 | io.Fonts->GetTexDataAsRGBA32(out_pixels: &pixels, out_width: &width, out_height: &height); |
325 | |
326 | // Upload texture to graphics system |
327 | { |
328 | D3D11_TEXTURE2D_DESC desc; |
329 | ZeroMemory(&desc, sizeof(desc)); |
330 | desc.Width = width; |
331 | desc.Height = height; |
332 | desc.MipLevels = 1; |
333 | desc.ArraySize = 1; |
334 | desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
335 | desc.SampleDesc.Count = 1; |
336 | desc.Usage = D3D11_USAGE_DEFAULT; |
337 | desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; |
338 | desc.CPUAccessFlags = 0; |
339 | |
340 | ID3D11Texture2D* pTexture = nullptr; |
341 | D3D11_SUBRESOURCE_DATA subResource; |
342 | subResource.pSysMem = pixels; |
343 | subResource.SysMemPitch = desc.Width * 4; |
344 | subResource.SysMemSlicePitch = 0; |
345 | bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); |
346 | IM_ASSERT(pTexture != nullptr); |
347 | |
348 | // Create texture view |
349 | D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
350 | ZeroMemory(&srvDesc, sizeof(srvDesc)); |
351 | srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
352 | srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
353 | srvDesc.Texture2D.MipLevels = desc.MipLevels; |
354 | srvDesc.Texture2D.MostDetailedMip = 0; |
355 | bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); |
356 | pTexture->Release(); |
357 | } |
358 | |
359 | // Store our identifier |
360 | io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); |
361 | |
362 | // Create texture sampler |
363 | // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) |
364 | { |
365 | D3D11_SAMPLER_DESC desc; |
366 | ZeroMemory(&desc, sizeof(desc)); |
367 | desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; |
368 | desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; |
369 | desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; |
370 | desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; |
371 | desc.MipLODBias = 0.f; |
372 | desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; |
373 | desc.MinLOD = 0.f; |
374 | desc.MaxLOD = 0.f; |
375 | bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); |
376 | } |
377 | } |
378 | |
379 | bool ImGui_ImplDX11_CreateDeviceObjects() |
380 | { |
381 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
382 | if (!bd->pd3dDevice) |
383 | return false; |
384 | if (bd->pFontSampler) |
385 | ImGui_ImplDX11_InvalidateDeviceObjects(); |
386 | |
387 | // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) |
388 | // If you would like to use this DX11 sample code but remove this dependency you can: |
389 | // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] |
390 | // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. |
391 | // See https://github.com/ocornut/imgui/pull/638 for sources and details. |
392 | |
393 | // Create the vertex shader |
394 | { |
395 | static const char* vertexShader = |
396 | "cbuffer vertexBuffer : register(b0) \ |
397 | {\ |
398 | float4x4 ProjectionMatrix; \ |
399 | };\ |
400 | struct VS_INPUT\ |
401 | {\ |
402 | float2 pos : POSITION;\ |
403 | float4 col : COLOR0;\ |
404 | float2 uv : TEXCOORD0;\ |
405 | };\ |
406 | \ |
407 | struct PS_INPUT\ |
408 | {\ |
409 | float4 pos : SV_POSITION;\ |
410 | float4 col : COLOR0;\ |
411 | float2 uv : TEXCOORD0;\ |
412 | };\ |
413 | \ |
414 | PS_INPUT main(VS_INPUT input)\ |
415 | {\ |
416 | PS_INPUT output;\ |
417 | output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ |
418 | output.col = input.col;\ |
419 | output.uv = input.uv;\ |
420 | return output;\ |
421 | }" ; |
422 | |
423 | ID3DBlob* vertexShaderBlob; |
424 | if (FAILED(D3DCompile(vertexShader, strlen(s: vertexShader), nullptr, nullptr, nullptr, "main" , "vs_4_0" , 0, 0, &vertexShaderBlob, nullptr))) |
425 | return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
426 | if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK) |
427 | { |
428 | vertexShaderBlob->Release(); |
429 | return false; |
430 | } |
431 | |
432 | // Create the input layout |
433 | D3D11_INPUT_ELEMENT_DESC local_layout[] = |
434 | { |
435 | { "POSITION" , 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
436 | { "TEXCOORD" , 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
437 | { "COLOR" , 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
438 | }; |
439 | if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) |
440 | { |
441 | vertexShaderBlob->Release(); |
442 | return false; |
443 | } |
444 | vertexShaderBlob->Release(); |
445 | |
446 | // Create the constant buffer |
447 | { |
448 | D3D11_BUFFER_DESC desc; |
449 | desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); |
450 | desc.Usage = D3D11_USAGE_DYNAMIC; |
451 | desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
452 | desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
453 | desc.MiscFlags = 0; |
454 | bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); |
455 | } |
456 | } |
457 | |
458 | // Create the pixel shader |
459 | { |
460 | static const char* pixelShader = |
461 | "struct PS_INPUT\ |
462 | {\ |
463 | float4 pos : SV_POSITION;\ |
464 | float4 col : COLOR0;\ |
465 | float2 uv : TEXCOORD0;\ |
466 | };\ |
467 | sampler sampler0;\ |
468 | Texture2D texture0;\ |
469 | \ |
470 | float4 main(PS_INPUT input) : SV_Target\ |
471 | {\ |
472 | float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ |
473 | return out_col; \ |
474 | }" ; |
475 | |
476 | ID3DBlob* pixelShaderBlob; |
477 | if (FAILED(D3DCompile(pixelShader, strlen(s: pixelShader), nullptr, nullptr, nullptr, "main" , "ps_4_0" , 0, 0, &pixelShaderBlob, nullptr))) |
478 | return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
479 | if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK) |
480 | { |
481 | pixelShaderBlob->Release(); |
482 | return false; |
483 | } |
484 | pixelShaderBlob->Release(); |
485 | } |
486 | |
487 | // Create the blending setup |
488 | { |
489 | D3D11_BLEND_DESC desc; |
490 | ZeroMemory(&desc, sizeof(desc)); |
491 | desc.AlphaToCoverageEnable = false; |
492 | desc.RenderTarget[0].BlendEnable = true; |
493 | desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; |
494 | desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; |
495 | desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; |
496 | desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; |
497 | desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; |
498 | desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; |
499 | desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
500 | bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); |
501 | } |
502 | |
503 | // Create the rasterizer state |
504 | { |
505 | D3D11_RASTERIZER_DESC desc; |
506 | ZeroMemory(&desc, sizeof(desc)); |
507 | desc.FillMode = D3D11_FILL_SOLID; |
508 | desc.CullMode = D3D11_CULL_NONE; |
509 | desc.ScissorEnable = true; |
510 | desc.DepthClipEnable = true; |
511 | bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); |
512 | } |
513 | |
514 | // Create depth-stencil State |
515 | { |
516 | D3D11_DEPTH_STENCIL_DESC desc; |
517 | ZeroMemory(&desc, sizeof(desc)); |
518 | desc.DepthEnable = false; |
519 | desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; |
520 | desc.DepthFunc = D3D11_COMPARISON_ALWAYS; |
521 | desc.StencilEnable = false; |
522 | desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; |
523 | desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; |
524 | desc.BackFace = desc.FrontFace; |
525 | bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); |
526 | } |
527 | |
528 | ImGui_ImplDX11_CreateFontsTexture(); |
529 | |
530 | return true; |
531 | } |
532 | |
533 | void ImGui_ImplDX11_InvalidateDeviceObjects() |
534 | { |
535 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
536 | if (!bd->pd3dDevice) |
537 | return; |
538 | |
539 | if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } |
540 | if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. |
541 | if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } |
542 | if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } |
543 | if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } |
544 | if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } |
545 | if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } |
546 | if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } |
547 | if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } |
548 | if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } |
549 | if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } |
550 | } |
551 | |
552 | bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) |
553 | { |
554 | ImGuiIO& io = ImGui::GetIO(); |
555 | IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!" ); |
556 | |
557 | // Setup backend capabilities flags |
558 | ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); |
559 | io.BackendRendererUserData = (void*)bd; |
560 | io.BackendRendererName = "imgui_impl_dx11" ; |
561 | io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
562 | io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) |
563 | |
564 | // Get factory from device |
565 | IDXGIDevice* pDXGIDevice = nullptr; |
566 | IDXGIAdapter* pDXGIAdapter = nullptr; |
567 | IDXGIFactory* pFactory = nullptr; |
568 | |
569 | if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) |
570 | if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) |
571 | if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) |
572 | { |
573 | bd->pd3dDevice = device; |
574 | bd->pd3dDeviceContext = device_context; |
575 | bd->pFactory = pFactory; |
576 | } |
577 | if (pDXGIDevice) pDXGIDevice->Release(); |
578 | if (pDXGIAdapter) pDXGIAdapter->Release(); |
579 | bd->pd3dDevice->AddRef(); |
580 | bd->pd3dDeviceContext->AddRef(); |
581 | |
582 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
583 | ImGui_ImplDX11_InitPlatformInterface(); |
584 | |
585 | return true; |
586 | } |
587 | |
588 | void ImGui_ImplDX11_Shutdown() |
589 | { |
590 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
591 | IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?" ); |
592 | ImGuiIO& io = ImGui::GetIO(); |
593 | |
594 | ImGui_ImplDX11_ShutdownPlatformInterface(); |
595 | ImGui_ImplDX11_InvalidateDeviceObjects(); |
596 | if (bd->pFactory) { bd->pFactory->Release(); } |
597 | if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } |
598 | if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } |
599 | io.BackendRendererName = nullptr; |
600 | io.BackendRendererUserData = nullptr; |
601 | io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); |
602 | IM_DELETE(p: bd); |
603 | } |
604 | |
605 | void ImGui_ImplDX11_NewFrame() |
606 | { |
607 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
608 | IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?" ); |
609 | |
610 | if (!bd->pFontSampler) |
611 | ImGui_ImplDX11_CreateDeviceObjects(); |
612 | } |
613 | |
614 | //-------------------------------------------------------------------------------------------------------- |
615 | // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
616 | // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
617 | // 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.. |
618 | //-------------------------------------------------------------------------------------------------------- |
619 | |
620 | // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. |
621 | struct ImGui_ImplDX11_ViewportData |
622 | { |
623 | IDXGISwapChain* SwapChain; |
624 | ID3D11RenderTargetView* RTView; |
625 | |
626 | ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; } |
627 | ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } |
628 | }; |
629 | |
630 | static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) |
631 | { |
632 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
633 | ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)(); |
634 | viewport->RendererUserData = vd; |
635 | |
636 | // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). |
637 | // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. |
638 | HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; |
639 | IM_ASSERT(hwnd != 0); |
640 | |
641 | // Create swap chain |
642 | DXGI_SWAP_CHAIN_DESC sd; |
643 | ZeroMemory(&sd, sizeof(sd)); |
644 | sd.BufferDesc.Width = (UINT)viewport->Size.x; |
645 | sd.BufferDesc.Height = (UINT)viewport->Size.y; |
646 | sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
647 | sd.SampleDesc.Count = 1; |
648 | sd.SampleDesc.Quality = 0; |
649 | sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
650 | sd.BufferCount = 1; |
651 | sd.OutputWindow = hwnd; |
652 | sd.Windowed = TRUE; |
653 | sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; |
654 | sd.Flags = 0; |
655 | |
656 | IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); |
657 | bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); |
658 | |
659 | // Create the render target |
660 | if (vd->SwapChain) |
661 | { |
662 | ID3D11Texture2D* pBackBuffer; |
663 | vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); |
664 | bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); |
665 | pBackBuffer->Release(); |
666 | } |
667 | } |
668 | |
669 | static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport) |
670 | { |
671 | // The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it. |
672 | if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData) |
673 | { |
674 | if (vd->SwapChain) |
675 | vd->SwapChain->Release(); |
676 | vd->SwapChain = nullptr; |
677 | if (vd->RTView) |
678 | vd->RTView->Release(); |
679 | vd->RTView = nullptr; |
680 | IM_DELETE(p: vd); |
681 | } |
682 | viewport->RendererUserData = nullptr; |
683 | } |
684 | |
685 | static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
686 | { |
687 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
688 | ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; |
689 | if (vd->RTView) |
690 | { |
691 | vd->RTView->Release(); |
692 | vd->RTView = nullptr; |
693 | } |
694 | if (vd->SwapChain) |
695 | { |
696 | ID3D11Texture2D* pBackBuffer = nullptr; |
697 | vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); |
698 | vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); |
699 | if (pBackBuffer == nullptr) { fprintf(stderr, format: "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n" ); return; } |
700 | bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); |
701 | pBackBuffer->Release(); |
702 | } |
703 | } |
704 | |
705 | static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) |
706 | { |
707 | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); |
708 | ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; |
709 | ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); |
710 | bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr); |
711 | if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) |
712 | bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color); |
713 | ImGui_ImplDX11_RenderDrawData(draw_data: viewport->DrawData); |
714 | } |
715 | |
716 | static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*) |
717 | { |
718 | ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; |
719 | vd->SwapChain->Present(0, 0); // Present without vsync |
720 | } |
721 | |
722 | static void ImGui_ImplDX11_InitPlatformInterface() |
723 | { |
724 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
725 | platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow; |
726 | platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow; |
727 | platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize; |
728 | platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow; |
729 | platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers; |
730 | } |
731 | |
732 | static void ImGui_ImplDX11_ShutdownPlatformInterface() |
733 | { |
734 | ImGui::DestroyPlatformWindows(); |
735 | } |
736 | |
737 | //----------------------------------------------------------------------------- |
738 | |
739 | #endif // #ifndef IMGUI_DISABLE |
740 | |