1 // dear imgui: Renderer Backend for DirectX11
2 // This needs to be used along with a Platform Backend (e.g. Win32)
3
4 // Implemented features:
5 // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
6 // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
7
8 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
9 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
10 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
11 // Read online: https://github.com/ocornut/imgui/tree/master/docs
12
13 // CHANGELOG
14 // (minor and older changes stripped away, please see git history for details)
15 // 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).
16 // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
17 // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
18 // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
19 // 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.
20 // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
21 // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
22 // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
23 // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
24 // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
25 // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
26 // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
27 // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
28 // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
29 // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
30 // 2016-05-07: DirectX11: Disabling depth-write.
31
32 #include "imgui.h"
33 #include "imgui_impl_dx11.h"
34
35 // DirectX
36 #include <stdio.h>
37 #include <d3d11.h>
38 #include <d3dcompiler.h>
39 #ifdef _MSC_VER
40 #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
41 #endif
42
43 // DirectX11 data
44 struct ImGui_ImplDX11_Data
45 {
46 ID3D11Device* pd3dDevice;
47 ID3D11DeviceContext* pd3dDeviceContext;
48 IDXGIFactory* pFactory;
49 ID3D11Buffer* pVB;
50 ID3D11Buffer* pIB;
51 ID3D11VertexShader* pVertexShader;
52 ID3D11InputLayout* pInputLayout;
53 ID3D11Buffer* pVertexConstantBuffer;
54 ID3D11PixelShader* pPixelShader;
55 ID3D11SamplerState* pFontSampler;
56 ID3D11ShaderResourceView* pFontTextureView;
57 ID3D11RasterizerState* pRasterizerState;
58 ID3D11BlendState* pBlendState;
59 ID3D11DepthStencilState* pDepthStencilState;
60 int VertexBufferSize;
61 int IndexBufferSize;
62
ImGui_ImplDX11_DataImGui_ImplDX11_Data63 ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
64 };
65
66 struct VERTEX_CONSTANT_BUFFER
67 {
68 float mvp[4][4];
69 };
70
71 // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
72 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
ImGui_ImplDX11_GetBackendData()73 static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
74 {
75 return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
76 }
77
78 // Functions
ImGui_ImplDX11_SetupRenderState(ImDrawData * draw_data,ID3D11DeviceContext * ctx)79 static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
80 {
81 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
82
83 // Setup viewport
84 D3D11_VIEWPORT vp;
85 memset(&vp, 0, sizeof(D3D11_VIEWPORT));
86 vp.Width = draw_data->DisplaySize.x;
87 vp.Height = draw_data->DisplaySize.y;
88 vp.MinDepth = 0.0f;
89 vp.MaxDepth = 1.0f;
90 vp.TopLeftX = vp.TopLeftY = 0;
91 ctx->RSSetViewports(1, &vp);
92
93 // Setup shader and vertex buffers
94 unsigned int stride = sizeof(ImDrawVert);
95 unsigned int offset = 0;
96 ctx->IASetInputLayout(bd->pInputLayout);
97 ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
98 ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
99 ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
100 ctx->VSSetShader(bd->pVertexShader, NULL, 0);
101 ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
102 ctx->PSSetShader(bd->pPixelShader, NULL, 0);
103 ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
104 ctx->GSSetShader(NULL, NULL, 0);
105 ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
106 ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
107 ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
108
109 // Setup blend state
110 const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
111 ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
112 ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
113 ctx->RSSetState(bd->pRasterizerState);
114 }
115
116 // Render function
ImGui_ImplDX11_RenderDrawData(ImDrawData * draw_data)117 void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
118 {
119 // Avoid rendering when minimized
120 if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
121 return;
122
123 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
124 ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
125
126 // Create and grow vertex/index buffers if needed
127 if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
128 {
129 if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
130 bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
131 D3D11_BUFFER_DESC desc;
132 memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
133 desc.Usage = D3D11_USAGE_DYNAMIC;
134 desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
135 desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
136 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
137 desc.MiscFlags = 0;
138 if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
139 return;
140 }
141 if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
142 {
143 if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
144 bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
145 D3D11_BUFFER_DESC desc;
146 memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
147 desc.Usage = D3D11_USAGE_DYNAMIC;
148 desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
149 desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
150 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
151 if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
152 return;
153 }
154
155 // Upload vertex/index data into a single contiguous GPU buffer
156 D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
157 if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
158 return;
159 if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
160 return;
161 ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
162 ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
163 for (int n = 0; n < draw_data->CmdListsCount; n++)
164 {
165 const ImDrawList* cmd_list = draw_data->CmdLists[n];
166 memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
167 memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
168 vtx_dst += cmd_list->VtxBuffer.Size;
169 idx_dst += cmd_list->IdxBuffer.Size;
170 }
171 ctx->Unmap(bd->pVB, 0);
172 ctx->Unmap(bd->pIB, 0);
173
174 // Setup orthographic projection matrix into our constant buffer
175 // 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.
176 {
177 D3D11_MAPPED_SUBRESOURCE mapped_resource;
178 if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
179 return;
180 VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
181 float L = draw_data->DisplayPos.x;
182 float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
183 float T = draw_data->DisplayPos.y;
184 float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
185 float mvp[4][4] =
186 {
187 { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
188 { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
189 { 0.0f, 0.0f, 0.5f, 0.0f },
190 { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
191 };
192 memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
193 ctx->Unmap(bd->pVertexConstantBuffer, 0);
194 }
195
196 // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
197 struct BACKUP_DX11_STATE
198 {
199 UINT ScissorRectsCount, ViewportsCount;
200 D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
201 D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
202 ID3D11RasterizerState* RS;
203 ID3D11BlendState* BlendState;
204 FLOAT BlendFactor[4];
205 UINT SampleMask;
206 UINT StencilRef;
207 ID3D11DepthStencilState* DepthStencilState;
208 ID3D11ShaderResourceView* PSShaderResource;
209 ID3D11SamplerState* PSSampler;
210 ID3D11PixelShader* PS;
211 ID3D11VertexShader* VS;
212 ID3D11GeometryShader* GS;
213 UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
214 ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
215 D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
216 ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
217 UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
218 DXGI_FORMAT IndexBufferFormat;
219 ID3D11InputLayout* InputLayout;
220 };
221 BACKUP_DX11_STATE old = {};
222 old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
223 ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
224 ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
225 ctx->RSGetState(&old.RS);
226 ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
227 ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
228 ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
229 ctx->PSGetSamplers(0, 1, &old.PSSampler);
230 old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
231 ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
232 ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
233 ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
234 ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
235
236 ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
237 ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
238 ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
239 ctx->IAGetInputLayout(&old.InputLayout);
240
241 // Setup desired DX state
242 ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
243
244 // Render command lists
245 // (Because we merged all buffers into a single one, we maintain our own offset into them)
246 int global_idx_offset = 0;
247 int global_vtx_offset = 0;
248 ImVec2 clip_off = draw_data->DisplayPos;
249 for (int n = 0; n < draw_data->CmdListsCount; n++)
250 {
251 const ImDrawList* cmd_list = draw_data->CmdLists[n];
252 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
253 {
254 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
255 if (pcmd->UserCallback != NULL)
256 {
257 // User callback, registered via ImDrawList::AddCallback()
258 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
259 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
260 ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
261 else
262 pcmd->UserCallback(cmd_list, pcmd);
263 }
264 else
265 {
266 // Project scissor/clipping rectangles into framebuffer space
267 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
268 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
269 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
270 continue;
271
272 // Apply scissor/clipping rectangle
273 const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
274 ctx->RSSetScissorRects(1, &r);
275
276 // Bind texture, Draw
277 ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
278 ctx->PSSetShaderResources(0, 1, &texture_srv);
279 ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
280 }
281 }
282 global_idx_offset += cmd_list->IdxBuffer.Size;
283 global_vtx_offset += cmd_list->VtxBuffer.Size;
284 }
285
286 // Restore modified DX state
287 ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
288 ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
289 ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
290 ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
291 ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
292 ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
293 ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
294 ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
295 for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
296 ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
297 ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
298 ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
299 for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
300 ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
301 ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
302 ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
303 ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
304 }
305
ImGui_ImplDX11_CreateFontsTexture()306 static void ImGui_ImplDX11_CreateFontsTexture()
307 {
308 // Build texture atlas
309 ImGuiIO& io = ImGui::GetIO();
310 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
311 unsigned char* pixels;
312 int width, height;
313 io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
314
315 // Upload texture to graphics system
316 {
317 D3D11_TEXTURE2D_DESC desc;
318 ZeroMemory(&desc, sizeof(desc));
319 desc.Width = width;
320 desc.Height = height;
321 desc.MipLevels = 1;
322 desc.ArraySize = 1;
323 desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
324 desc.SampleDesc.Count = 1;
325 desc.Usage = D3D11_USAGE_DEFAULT;
326 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
327 desc.CPUAccessFlags = 0;
328
329 ID3D11Texture2D* pTexture = NULL;
330 D3D11_SUBRESOURCE_DATA subResource;
331 subResource.pSysMem = pixels;
332 subResource.SysMemPitch = desc.Width * 4;
333 subResource.SysMemSlicePitch = 0;
334 bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
335 IM_ASSERT(pTexture != NULL);
336
337 // Create texture view
338 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
339 ZeroMemory(&srvDesc, sizeof(srvDesc));
340 srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
341 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
342 srvDesc.Texture2D.MipLevels = desc.MipLevels;
343 srvDesc.Texture2D.MostDetailedMip = 0;
344 bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
345 pTexture->Release();
346 }
347
348 // Store our identifier
349 io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
350
351 // Create texture sampler
352 {
353 D3D11_SAMPLER_DESC desc;
354 ZeroMemory(&desc, sizeof(desc));
355 desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
356 desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
357 desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
358 desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
359 desc.MipLODBias = 0.f;
360 desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
361 desc.MinLOD = 0.f;
362 desc.MaxLOD = 0.f;
363 bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
364 }
365 }
366
ImGui_ImplDX11_CreateDeviceObjects()367 bool ImGui_ImplDX11_CreateDeviceObjects()
368 {
369 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
370 if (!bd->pd3dDevice)
371 return false;
372 if (bd->pFontSampler)
373 ImGui_ImplDX11_InvalidateDeviceObjects();
374
375 // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
376 // If you would like to use this DX11 sample code but remove this dependency you can:
377 // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
378 // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
379 // See https://github.com/ocornut/imgui/pull/638 for sources and details.
380
381 // Create the vertex shader
382 {
383 static const char* vertexShader =
384 "cbuffer vertexBuffer : register(b0) \
385 {\
386 float4x4 ProjectionMatrix; \
387 };\
388 struct VS_INPUT\
389 {\
390 float2 pos : POSITION;\
391 float4 col : COLOR0;\
392 float2 uv : TEXCOORD0;\
393 };\
394 \
395 struct PS_INPUT\
396 {\
397 float4 pos : SV_POSITION;\
398 float4 col : COLOR0;\
399 float2 uv : TEXCOORD0;\
400 };\
401 \
402 PS_INPUT main(VS_INPUT input)\
403 {\
404 PS_INPUT output;\
405 output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
406 output.col = input.col;\
407 output.uv = input.uv;\
408 return output;\
409 }";
410
411 ID3DBlob* vertexShaderBlob;
412 if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
413 return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
414 if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK)
415 {
416 vertexShaderBlob->Release();
417 return false;
418 }
419
420 // Create the input layout
421 D3D11_INPUT_ELEMENT_DESC local_layout[] =
422 {
423 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
424 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
425 { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
426 };
427 if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
428 {
429 vertexShaderBlob->Release();
430 return false;
431 }
432 vertexShaderBlob->Release();
433
434 // Create the constant buffer
435 {
436 D3D11_BUFFER_DESC desc;
437 desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
438 desc.Usage = D3D11_USAGE_DYNAMIC;
439 desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
440 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
441 desc.MiscFlags = 0;
442 bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
443 }
444 }
445
446 // Create the pixel shader
447 {
448 static const char* pixelShader =
449 "struct PS_INPUT\
450 {\
451 float4 pos : SV_POSITION;\
452 float4 col : COLOR0;\
453 float2 uv : TEXCOORD0;\
454 };\
455 sampler sampler0;\
456 Texture2D texture0;\
457 \
458 float4 main(PS_INPUT input) : SV_Target\
459 {\
460 float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
461 return out_col; \
462 }";
463
464 ID3DBlob* pixelShaderBlob;
465 if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
466 return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
467 if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK)
468 {
469 pixelShaderBlob->Release();
470 return false;
471 }
472 pixelShaderBlob->Release();
473 }
474
475 // Create the blending setup
476 {
477 D3D11_BLEND_DESC desc;
478 ZeroMemory(&desc, sizeof(desc));
479 desc.AlphaToCoverageEnable = false;
480 desc.RenderTarget[0].BlendEnable = true;
481 desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
482 desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
483 desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
484 desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
485 desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
486 desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
487 desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
488 bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
489 }
490
491 // Create the rasterizer state
492 {
493 D3D11_RASTERIZER_DESC desc;
494 ZeroMemory(&desc, sizeof(desc));
495 desc.FillMode = D3D11_FILL_SOLID;
496 desc.CullMode = D3D11_CULL_NONE;
497 desc.ScissorEnable = true;
498 desc.DepthClipEnable = true;
499 bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
500 }
501
502 // Create depth-stencil State
503 {
504 D3D11_DEPTH_STENCIL_DESC desc;
505 ZeroMemory(&desc, sizeof(desc));
506 desc.DepthEnable = false;
507 desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
508 desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
509 desc.StencilEnable = false;
510 desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
511 desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
512 desc.BackFace = desc.FrontFace;
513 bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
514 }
515
516 ImGui_ImplDX11_CreateFontsTexture();
517
518 return true;
519 }
520
ImGui_ImplDX11_InvalidateDeviceObjects()521 void ImGui_ImplDX11_InvalidateDeviceObjects()
522 {
523 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
524 if (!bd->pd3dDevice)
525 return;
526
527 if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
528 if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
529 if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
530 if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
531 if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
532 if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
533 if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
534 if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
535 if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
536 if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
537 if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
538 }
539
ImGui_ImplDX11_Init(ID3D11Device * device,ID3D11DeviceContext * device_context)540 bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
541 {
542 ImGuiIO& io = ImGui::GetIO();
543 IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
544
545 // Setup backend capabilities flags
546 ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
547 io.BackendRendererUserData = (void*)bd;
548 io.BackendRendererName = "imgui_impl_dx11";
549 io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
550
551 // Get factory from device
552 IDXGIDevice* pDXGIDevice = NULL;
553 IDXGIAdapter* pDXGIAdapter = NULL;
554 IDXGIFactory* pFactory = NULL;
555
556 if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
557 if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
558 if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
559 {
560 bd->pd3dDevice = device;
561 bd->pd3dDeviceContext = device_context;
562 bd->pFactory = pFactory;
563 }
564 if (pDXGIDevice) pDXGIDevice->Release();
565 if (pDXGIAdapter) pDXGIAdapter->Release();
566 bd->pd3dDevice->AddRef();
567 bd->pd3dDeviceContext->AddRef();
568
569 return true;
570 }
571
ImGui_ImplDX11_Shutdown()572 void ImGui_ImplDX11_Shutdown()
573 {
574 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
575 IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
576 ImGuiIO& io = ImGui::GetIO();
577
578 ImGui_ImplDX11_InvalidateDeviceObjects();
579 if (bd->pFactory) { bd->pFactory->Release(); }
580 if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
581 if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
582 io.BackendRendererName = NULL;
583 io.BackendRendererUserData = NULL;
584 IM_DELETE(bd);
585 }
586
ImGui_ImplDX11_NewFrame()587 void ImGui_ImplDX11_NewFrame()
588 {
589 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
590 IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
591
592 if (!bd->pFontSampler)
593 ImGui_ImplDX11_CreateDeviceObjects();
594 }
595