1// dear imgui: Renderer Backend for DirectX9
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 'LPDIRECT3DTEXTURE9' 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: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
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: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
23// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
24// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
25// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
26// 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).
27// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
28// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
29// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
30// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
31// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
32// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
33// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
34// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
35// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
36// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
37// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
38// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
39// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
40// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
41// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
42// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
43
44#include "imgui.h"
45#ifndef IMGUI_DISABLE
46#include "imgui_impl_dx9.h"
47
48// DirectX
49#include <d3d9.h>
50
51// Clang/GCC warnings with -Weverything
52#if defined(__clang__)
53#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
54#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
55#endif
56
57// DirectX data
58struct ImGui_ImplDX9_Data
59{
60 LPDIRECT3DDEVICE9 pd3dDevice;
61 LPDIRECT3DVERTEXBUFFER9 pVB;
62 LPDIRECT3DINDEXBUFFER9 pIB;
63 int VertexBufferSize;
64 int IndexBufferSize;
65 bool HasRgbaSupport;
66
67 ImGui_ImplDX9_Data() { memset(s: (void*)this, c: 0, n: sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
68};
69
70struct CUSTOMVERTEX
71{
72 float pos[3];
73 D3DCOLOR col;
74 float uv[2];
75};
76#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
77
78#ifdef IMGUI_USE_BGRA_PACKED_COLOR
79#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
80#else
81#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
82#endif
83
84// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
85// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
86static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
87{
88 return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
89}
90
91// Forward Declarations
92static void ImGui_ImplDX9_InitMultiViewportSupport();
93static void ImGui_ImplDX9_ShutdownMultiViewportSupport();
94static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
95static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
96
97// Functions
98static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
99{
100 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
101
102 // Setup viewport
103 D3DVIEWPORT9 vp;
104 vp.X = vp.Y = 0;
105 vp.Width = (DWORD)draw_data->DisplaySize.x;
106 vp.Height = (DWORD)draw_data->DisplaySize.y;
107 vp.MinZ = 0.0f;
108 vp.MaxZ = 1.0f;
109
110 LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
111 device->SetViewport(&vp);
112
113 // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
114 device->SetPixelShader(nullptr);
115 device->SetVertexShader(nullptr);
116 device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
117 device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
118 device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
119 device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
120 device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
121 device->SetRenderState(D3DRS_ZENABLE, FALSE);
122 device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
123 device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
124 device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
125 device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
126 device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
127 device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
128 device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
129 device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
130 device->SetRenderState(D3DRS_FOGENABLE, FALSE);
131 device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
132 device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
133 device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
134 device->SetRenderState(D3DRS_CLIPPING, TRUE);
135 device->SetRenderState(D3DRS_LIGHTING, FALSE);
136 device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
137 device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
138 device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
139 device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
140 device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
141 device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
142 device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
143 device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
144 device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
145 device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
146 device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
147 device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
148
149 // Setup orthographic projection matrix
150 // 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.
151 // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
152 {
153 float L = draw_data->DisplayPos.x + 0.5f;
154 float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
155 float T = draw_data->DisplayPos.y + 0.5f;
156 float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
157 D3DMATRIX mat_identity = { { { ._11: 1.0f, ._12: 0.0f, ._13: 0.0f, ._14: 0.0f, ._21: 0.0f, ._22: 1.0f, ._23: 0.0f, ._24: 0.0f, ._31: 0.0f, ._32: 0.0f, ._33: 1.0f, ._34: 0.0f, ._41: 0.0f, ._42: 0.0f, ._43: 0.0f, ._44: 1.0f } } };
158 D3DMATRIX mat_projection =
159 { { {
160 ._11: 2.0f/(R-L), ._12: 0.0f, ._13: 0.0f, ._14: 0.0f,
161 ._21: 0.0f, ._22: 2.0f/(T-B), ._23: 0.0f, ._24: 0.0f,
162 ._31: 0.0f, ._32: 0.0f, ._33: 0.5f, ._34: 0.0f,
163 ._41: (L+R)/(L-R), ._42: (T+B)/(B-T), ._43: 0.5f, ._44: 1.0f
164 } } };
165 device->SetTransform(D3DTS_WORLD, &mat_identity);
166 device->SetTransform(D3DTS_VIEW, &mat_identity);
167 device->SetTransform(D3DTS_PROJECTION, &mat_projection);
168 }
169}
170
171// Render function.
172void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
173{
174 // Avoid rendering when minimized
175 if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
176 return;
177
178 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
179 LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
180
181 // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
182 // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
183 if (draw_data->Textures != nullptr)
184 for (ImTextureData* tex : *draw_data->Textures)
185 if (tex->Status != ImTextureStatus_OK)
186 ImGui_ImplDX9_UpdateTexture(tex);
187
188 // Create and grow buffers if needed
189 if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
190 {
191 if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
192 bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
193 if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
194 return;
195 }
196 if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
197 {
198 if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
199 bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
200 if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
201 return;
202 }
203
204 // Backup the DX9 state
205 IDirect3DStateBlock9* state_block = nullptr;
206 if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
207 return;
208 if (state_block->Capture() < 0)
209 {
210 state_block->Release();
211 return;
212 }
213
214 // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
215 D3DMATRIX last_world, last_view, last_projection;
216 device->GetTransform(D3DTS_WORLD, &last_world);
217 device->GetTransform(D3DTS_VIEW, &last_view);
218 device->GetTransform(D3DTS_PROJECTION, &last_projection);
219
220 // Allocate buffers
221 CUSTOMVERTEX* vtx_dst;
222 ImDrawIdx* idx_dst;
223 if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
224 {
225 state_block->Release();
226 return;
227 }
228 if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
229 {
230 bd->pVB->Unlock();
231 state_block->Release();
232 return;
233 }
234
235 // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
236 // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
237 // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
238 // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
239 for (const ImDrawList* draw_list : draw_data->CmdLists)
240 {
241 const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
242 for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
243 {
244 vtx_dst->pos[0] = vtx_src->pos.x;
245 vtx_dst->pos[1] = vtx_src->pos.y;
246 vtx_dst->pos[2] = 0.0f;
247 vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
248 vtx_dst->uv[0] = vtx_src->uv.x;
249 vtx_dst->uv[1] = vtx_src->uv.y;
250 vtx_dst++;
251 vtx_src++;
252 }
253 memcpy(dest: idx_dst, src: draw_list->IdxBuffer.Data, n: draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
254 idx_dst += draw_list->IdxBuffer.Size;
255 }
256 bd->pVB->Unlock();
257 bd->pIB->Unlock();
258 device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
259 device->SetIndices(bd->pIB);
260 device->SetFVF(D3DFVF_CUSTOMVERTEX);
261
262 // Setup desired DX state
263 ImGui_ImplDX9_SetupRenderState(draw_data);
264
265 // Render command lists
266 // (Because we merged all buffers into a single one, we maintain our own offset into them)
267 int global_vtx_offset = 0;
268 int global_idx_offset = 0;
269 ImVec2 clip_off = draw_data->DisplayPos;
270 for (const ImDrawList* draw_list : draw_data->CmdLists)
271 {
272 for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
273 {
274 const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
275 if (pcmd->UserCallback != nullptr)
276 {
277 // User callback, registered via ImDrawList::AddCallback()
278 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
279 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
280 ImGui_ImplDX9_SetupRenderState(draw_data);
281 else
282 pcmd->UserCallback(draw_list, pcmd);
283 }
284 else
285 {
286 // Project scissor/clipping rectangles into framebuffer space
287 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
288 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
289 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
290 continue;
291
292 // Apply scissor/clipping rectangle
293 const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
294 device->SetScissorRect(&r);
295
296 // Bind texture, Draw
297 const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
298 device->SetTexture(0, texture);
299 device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
300 }
301 }
302 global_idx_offset += draw_list->IdxBuffer.Size;
303 global_vtx_offset += draw_list->VtxBuffer.Size;
304 }
305
306 // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
307 // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
308 if (global_vtx_offset == 0)
309 bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
310
311 // Restore the DX9 transform
312 device->SetTransform(D3DTS_WORLD, &last_world);
313 device->SetTransform(D3DTS_VIEW, &last_view);
314 device->SetTransform(D3DTS_PROJECTION, &last_projection);
315
316 // Restore the DX9 state
317 state_block->Apply();
318 state_block->Release();
319}
320
321static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
322{
323 LPDIRECT3D9 pd3d = nullptr;
324 if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
325 return false;
326 D3DDEVICE_CREATION_PARAMETERS param = {};
327 D3DDISPLAYMODE mode = {};
328 if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
329 {
330 pd3d->Release();
331 return false;
332 }
333 // Font texture should support linear filter, color blend and write to render-target
334 bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
335 pd3d->Release();
336 return support;
337}
338
339bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
340{
341 ImGuiIO& io = ImGui::GetIO();
342 IMGUI_CHECKVERSION();
343 IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
344
345 // Setup backend capabilities flags
346 ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
347 io.BackendRendererUserData = (void*)bd;
348 io.BackendRendererName = "imgui_impl_dx9";
349 io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
350 io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
351 io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
352
353 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
354 platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
355
356 bd->pd3dDevice = device;
357 bd->pd3dDevice->AddRef();
358 bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(pDevice: bd->pd3dDevice, format: D3DFMT_A8B8G8R8);
359
360 ImGui_ImplDX9_InitMultiViewportSupport();
361
362 return true;
363}
364
365void ImGui_ImplDX9_Shutdown()
366{
367 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
368 IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
369 ImGuiIO& io = ImGui::GetIO();
370
371 ImGui_ImplDX9_ShutdownMultiViewportSupport();
372 ImGui_ImplDX9_InvalidateDeviceObjects();
373 if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
374 io.BackendRendererName = nullptr;
375 io.BackendRendererUserData = nullptr;
376 io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
377 IM_DELETE(p: bd);
378}
379
380// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
381static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
382{
383#ifndef IMGUI_USE_BGRA_PACKED_COLOR
384 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
385 const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
386#else
387 const bool convert_rgba_to_bgra = false;
388 IM_UNUSED(tex_use_colors);
389#endif
390 for (int y = 0; y < h; y++)
391 {
392 const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
393 ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
394 if (convert_rgba_to_bgra)
395 for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
396 *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
397 else
398 memcpy(dest: dst_p, src: src_p, n: w * 4); // Raw copy
399 }
400}
401
402void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
403{
404 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
405
406 if (tex->Status == ImTextureStatus_WantCreate)
407 {
408 // Create and upload new texture to graphics system
409 //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
410 IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
411 IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
412 LPDIRECT3DTEXTURE9 dx_tex = nullptr;
413 HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
414 if (hr < 0)
415 {
416 IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
417 return;
418 }
419
420 D3DLOCKED_RECT locked_rect;
421 if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
422 {
423 ImGui_ImplDX9_CopyTextureRegion(tex_use_colors: tex->UseColors, src: (ImU32*)tex->GetPixels(), src_pitch: tex->Width * 4, dst: (ImU32*)locked_rect.pBits, dst_pitch: (ImU32)locked_rect.Pitch, w: tex->Width, h: tex->Height);
424 dx_tex->UnlockRect(0);
425 }
426
427 // Store identifiers
428 tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
429 tex->SetStatus(ImTextureStatus_OK);
430 }
431 else if (tex->Status == ImTextureStatus_WantUpdates)
432 {
433 // Update selected blocks. We only ever write to textures regions which have never been used before!
434 // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
435 LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
436 RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) };
437 D3DLOCKED_RECT locked_rect;
438 if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
439 for (ImTextureRect& r : tex->Updates)
440 ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(x: r.x, y: r.y), tex->Width * 4,
441 (ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h);
442 backend_tex->UnlockRect(0);
443 tex->SetStatus(ImTextureStatus_OK);
444 }
445 else if (tex->Status == ImTextureStatus_WantDestroy)
446 {
447 LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID;
448 if (backend_tex == nullptr)
449 return;
450 IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
451 backend_tex->Release();
452
453 // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
454 tex->SetTexID(ImTextureID_Invalid);
455 tex->SetStatus(ImTextureStatus_Destroyed);
456 }
457}
458
459bool ImGui_ImplDX9_CreateDeviceObjects()
460{
461 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
462 if (!bd || !bd->pd3dDevice)
463 return false;
464 ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
465 return true;
466}
467
468void ImGui_ImplDX9_InvalidateDeviceObjects()
469{
470 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
471 if (!bd || !bd->pd3dDevice)
472 return;
473
474 // Destroy all textures
475 for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
476 if (tex->RefCount == 1)
477 {
478 tex->SetStatus(ImTextureStatus_WantDestroy);
479 ImGui_ImplDX9_UpdateTexture(tex);
480 }
481 if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
482 if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
483 ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
484}
485
486void ImGui_ImplDX9_NewFrame()
487{
488 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
489 IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
490 IM_UNUSED(bd);
491}
492
493//--------------------------------------------------------------------------------------------------------
494// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
495// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
496// 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..
497//--------------------------------------------------------------------------------------------------------
498
499// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
500struct ImGui_ImplDX9_ViewportData
501{
502 IDirect3DSwapChain9* SwapChain;
503 D3DPRESENT_PARAMETERS d3dpp;
504
505 ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
506 ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
507};
508
509static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
510{
511 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
512 ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
513 viewport->RendererUserData = vd;
514
515 // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
516 // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
517 HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
518 IM_ASSERT(hwnd != 0);
519
520 ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
521 vd->d3dpp.Windowed = TRUE;
522 vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
523 vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
524 vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
525 vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
526 vd->d3dpp.hDeviceWindow = hwnd;
527 vd->d3dpp.EnableAutoDepthStencil = FALSE;
528 vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
529 vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
530
531 HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
532 IM_ASSERT(hr == D3D_OK);
533 IM_ASSERT(vd->SwapChain != nullptr);
534}
535
536static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
537{
538 // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
539 if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
540 {
541 if (vd->SwapChain)
542 vd->SwapChain->Release();
543 vd->SwapChain = nullptr;
544 ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
545 IM_DELETE(p: vd);
546 }
547 viewport->RendererUserData = nullptr;
548}
549
550static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
551{
552 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
553 ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
554 if (vd->SwapChain)
555 {
556 vd->SwapChain->Release();
557 vd->SwapChain = nullptr;
558 vd->d3dpp.BackBufferWidth = (UINT)size.x;
559 vd->d3dpp.BackBufferHeight = (UINT)size.y;
560 HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
561 IM_ASSERT(hr == D3D_OK);
562 }
563}
564
565static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
566{
567 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
568 ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
569 ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
570
571 LPDIRECT3DSURFACE9 render_target = nullptr;
572 LPDIRECT3DSURFACE9 last_render_target = nullptr;
573 LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
574 vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
575 bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
576 bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
577 bd->pd3dDevice->SetRenderTarget(0, render_target);
578 bd->pd3dDevice->SetDepthStencilSurface(nullptr);
579
580 if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
581 {
582 D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
583 bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
584 }
585
586 ImGui_ImplDX9_RenderDrawData(draw_data: viewport->DrawData);
587
588 // Restore render target
589 bd->pd3dDevice->SetRenderTarget(0, last_render_target);
590 bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
591 render_target->Release();
592 last_render_target->Release();
593 if (last_depth_stencil) last_depth_stencil->Release();
594}
595
596static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
597{
598 ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
599 HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
600 // Let main application handle D3DERR_DEVICELOST by resetting the device.
601 IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
602}
603
604static void ImGui_ImplDX9_InitMultiViewportSupport()
605{
606 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
607 platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
608 platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
609 platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
610 platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
611 platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
612}
613
614static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
615{
616 ImGui::DestroyPlatformWindows();
617}
618
619static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
620{
621 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
622 for (int i = 1; i < platform_io.Viewports.Size; i++)
623 if (!platform_io.Viewports[i]->RendererUserData)
624 ImGui_ImplDX9_CreateWindow(viewport: platform_io.Viewports[i]);
625}
626
627static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
628{
629 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
630 for (int i = 1; i < platform_io.Viewports.Size; i++)
631 if (platform_io.Viewports[i]->RendererUserData)
632 ImGui_ImplDX9_DestroyWindow(viewport: platform_io.Viewports[i]);
633}
634
635//-----------------------------------------------------------------------------
636
637#endif // #ifndef IMGUI_DISABLE
638

source code of imgui/backends/imgui_impl_dx9.cpp