diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp index f160803ee..15f0bb323 100644 --- a/backends/imgui_impl_dx10.cpp +++ b/backends/imgui_impl_dx10.cpp @@ -341,21 +341,16 @@ static void ImGui_ImplDX10_CreateFontsTexture() // Store our identifier io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); +} - // Create texture sampler - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) +static void ImGui_ImplDX10_DestroyFontsTexture() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (bd->pFontTextureView) { - D3D10_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; - desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; - desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; - desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; - desc.MipLODBias = 0.f; - desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; - desc.MinLOD = 0.f; - desc.MaxLOD = 0.f; - bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + bd->pFontTextureView->Release(); + bd->pFontTextureView = nullptr; + ImGui::GetIO().Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. } } @@ -508,6 +503,22 @@ bool ImGui_ImplDX10_CreateDeviceObjects() bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D10_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + } + ImGui_ImplDX10_CreateFontsTexture(); return true; @@ -519,8 +530,9 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() if (!bd->pd3dDevice) return; + ImGui_ImplDX10_DestroyFontsTexture(); + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } - if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } @@ -582,7 +594,7 @@ void ImGui_ImplDX10_NewFrame() ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?"); - if (!bd->pFontSampler) + if (!bd->pVertexShader) ImGui_ImplDX10_CreateDeviceObjects(); }