mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-01 03:19:12 +08:00
055e71518e
Amended with fix for missing clear for ImGuiBackendFlags_HasGamepad.
381 lines
18 KiB
C++
381 lines
18 KiB
C++
// dear imgui: Renderer Backend for DirectX9
|
|
// This needs to be used along with a Platform Backend (e.g. Win32)
|
|
|
|
// Implemented features:
|
|
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
|
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
|
|
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
|
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
|
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
|
|
|
// CHANGELOG
|
|
// (minor and older changes stripped away, please see git history for details)
|
|
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
|
// 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).
|
|
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
|
|
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
|
// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
|
|
// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
|
|
// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
|
|
// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
|
|
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
|
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
|
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
|
|
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
|
|
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
|
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
|
|
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
|
// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
|
|
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
|
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
|
|
|
#include "imgui.h"
|
|
#include "imgui_impl_dx9.h"
|
|
|
|
// DirectX
|
|
#include <d3d9.h>
|
|
|
|
// DirectX data
|
|
struct ImGui_ImplDX9_Data
|
|
{
|
|
LPDIRECT3DDEVICE9 pd3dDevice;
|
|
LPDIRECT3DVERTEXBUFFER9 pVB;
|
|
LPDIRECT3DINDEXBUFFER9 pIB;
|
|
LPDIRECT3DTEXTURE9 FontTexture;
|
|
int VertexBufferSize;
|
|
int IndexBufferSize;
|
|
|
|
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
|
};
|
|
|
|
struct CUSTOMVERTEX
|
|
{
|
|
float pos[3];
|
|
D3DCOLOR col;
|
|
float uv[2];
|
|
};
|
|
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
|
|
|
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
|
|
#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
|
|
#else
|
|
#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
|
|
#endif
|
|
|
|
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
|
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
|
static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
|
|
{
|
|
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
|
}
|
|
|
|
// Functions
|
|
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
|
{
|
|
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
|
|
|
// Setup viewport
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = vp.Y = 0;
|
|
vp.Width = (DWORD)draw_data->DisplaySize.x;
|
|
vp.Height = (DWORD)draw_data->DisplaySize.y;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
bd->pd3dDevice->SetViewport(&vp);
|
|
|
|
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
|
|
bd->pd3dDevice->SetPixelShader(nullptr);
|
|
bd->pd3dDevice->SetVertexShader(nullptr);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
|
|
bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
|
|
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
|
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
|
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
|
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
|
|
|
// Setup orthographic projection matrix
|
|
// 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.
|
|
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
|
|
{
|
|
float L = draw_data->DisplayPos.x + 0.5f;
|
|
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
|
|
float T = draw_data->DisplayPos.y + 0.5f;
|
|
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
|
|
D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
|
|
D3DMATRIX mat_projection =
|
|
{ { {
|
|
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
|
|
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
|
|
0.0f, 0.0f, 0.5f, 0.0f,
|
|
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
|
|
} } };
|
|
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
|
|
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
|
|
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
|
|
}
|
|
}
|
|
|
|
// Render function.
|
|
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
|
{
|
|
// Avoid rendering when minimized
|
|
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
|
return;
|
|
|
|
// Create and grow buffers if needed
|
|
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
|
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
|
{
|
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
|
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
|
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
|
|
return;
|
|
}
|
|
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
|
{
|
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
|
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
|
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
|
|
return;
|
|
}
|
|
|
|
// Backup the DX9 state
|
|
IDirect3DStateBlock9* d3d9_state_block = nullptr;
|
|
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
|
|
return;
|
|
if (d3d9_state_block->Capture() < 0)
|
|
{
|
|
d3d9_state_block->Release();
|
|
return;
|
|
}
|
|
|
|
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
|
|
D3DMATRIX last_world, last_view, last_projection;
|
|
bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
|
|
bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
|
|
bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
|
|
|
|
// Allocate buffers
|
|
CUSTOMVERTEX* vtx_dst;
|
|
ImDrawIdx* idx_dst;
|
|
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
|
{
|
|
d3d9_state_block->Release();
|
|
return;
|
|
}
|
|
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
|
|
{
|
|
bd->pVB->Unlock();
|
|
d3d9_state_block->Release();
|
|
return;
|
|
}
|
|
|
|
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
|
|
// FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
|
|
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
|
|
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
|
const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
|
|
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
|
|
{
|
|
vtx_dst->pos[0] = vtx_src->pos.x;
|
|
vtx_dst->pos[1] = vtx_src->pos.y;
|
|
vtx_dst->pos[2] = 0.0f;
|
|
vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
|
|
vtx_dst->uv[0] = vtx_src->uv.x;
|
|
vtx_dst->uv[1] = vtx_src->uv.y;
|
|
vtx_dst++;
|
|
vtx_src++;
|
|
}
|
|
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
|
idx_dst += cmd_list->IdxBuffer.Size;
|
|
}
|
|
bd->pVB->Unlock();
|
|
bd->pIB->Unlock();
|
|
bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
|
|
bd->pd3dDevice->SetIndices(bd->pIB);
|
|
bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
|
|
|
// Setup desired DX state
|
|
ImGui_ImplDX9_SetupRenderState(draw_data);
|
|
|
|
// Render command lists
|
|
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
|
int global_vtx_offset = 0;
|
|
int global_idx_offset = 0;
|
|
ImVec2 clip_off = draw_data->DisplayPos;
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
|
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
|
{
|
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
|
if (pcmd->UserCallback != nullptr)
|
|
{
|
|
// User callback, registered via ImDrawList::AddCallback()
|
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
ImGui_ImplDX9_SetupRenderState(draw_data);
|
|
else
|
|
pcmd->UserCallback(cmd_list, pcmd);
|
|
}
|
|
else
|
|
{
|
|
// Project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
|
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
|
continue;
|
|
|
|
// Apply Scissor/clipping rectangle, Bind texture, Draw
|
|
const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
|
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
|
|
bd->pd3dDevice->SetTexture(0, texture);
|
|
bd->pd3dDevice->SetScissorRect(&r);
|
|
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
|
|
}
|
|
}
|
|
global_idx_offset += cmd_list->IdxBuffer.Size;
|
|
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
|
}
|
|
|
|
// Restore the DX9 transform
|
|
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
|
|
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
|
|
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
|
|
|
|
// Restore the DX9 state
|
|
d3d9_state_block->Apply();
|
|
d3d9_state_block->Release();
|
|
}
|
|
|
|
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
|
|
io.BackendRendererUserData = (void*)bd;
|
|
io.BackendRendererName = "imgui_impl_dx9";
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
|
|
bd->pd3dDevice = device;
|
|
bd->pd3dDevice->AddRef();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX9_Shutdown()
|
|
{
|
|
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui_ImplDX9_InvalidateDeviceObjects();
|
|
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
|
io.BackendRendererName = nullptr;
|
|
io.BackendRendererUserData = nullptr;
|
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
static bool ImGui_ImplDX9_CreateFontsTexture()
|
|
{
|
|
// Build texture atlas
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
|
unsigned char* pixels;
|
|
int width, height, bytes_per_pixel;
|
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
|
|
|
|
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
|
|
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
|
if (io.Fonts->TexPixelsUseColors)
|
|
{
|
|
ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
|
|
for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
|
|
*dst = IMGUI_COL_TO_DX9_ARGB(*src);
|
|
pixels = (unsigned char*)dst_start;
|
|
}
|
|
#endif
|
|
|
|
// Upload texture to graphics system
|
|
bd->FontTexture = nullptr;
|
|
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
|
|
return false;
|
|
D3DLOCKED_RECT tex_locked_rect;
|
|
if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
|
|
return false;
|
|
for (int y = 0; y < height; y++)
|
|
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
|
|
bd->FontTexture->UnlockRect(0);
|
|
|
|
// Store our identifier
|
|
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
|
|
|
|
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
|
if (io.Fonts->TexPixelsUseColors)
|
|
ImGui::MemFree(pixels);
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ImGui_ImplDX9_CreateDeviceObjects()
|
|
{
|
|
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
|
if (!bd || !bd->pd3dDevice)
|
|
return false;
|
|
if (!ImGui_ImplDX9_CreateFontsTexture())
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX9_InvalidateDeviceObjects()
|
|
{
|
|
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
|
if (!bd || !bd->pd3dDevice)
|
|
return;
|
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
|
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
|
}
|
|
|
|
void ImGui_ImplDX9_NewFrame()
|
|
{
|
|
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
|
|
|
|
if (!bd->FontTexture)
|
|
ImGui_ImplDX9_CreateDeviceObjects();
|
|
}
|