mirror of
https://github.com/ocornut/imgui.git
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e3e4b7bdf5
Platform: Clarifying some comments in back-ends.
623 lines
27 KiB
C++
623 lines
27 KiB
C++
// ImGui Renderer for: DirectX10
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2018-XX-XX: DirectX10: Offset projection matrix and clipping rectangle by draw_data->DisplayPos (which will be non-zero for multi-viewport applications).
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// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2016-05-07: DirectX10: Disabling depth-write.
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#include "imgui.h"
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#include "imgui_impl_dx10.h"
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// DirectX
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#include <stdio.h>
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#include <d3d10_1.h>
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#include <d3d10.h>
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#include <d3dcompiler.h>
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// DirectX data
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static ID3D10Device* g_pd3dDevice = NULL;
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static IDXGIFactory* g_pFactory = NULL;
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static ID3D10Buffer* g_pVB = NULL;
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static ID3D10Buffer* g_pIB = NULL;
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static ID3D10Blob * g_pVertexShaderBlob = NULL;
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static ID3D10VertexShader* g_pVertexShader = NULL;
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static ID3D10InputLayout* g_pInputLayout = NULL;
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static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D10PixelShader* g_pPixelShader = NULL;
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static ID3D10SamplerState* g_pFontSampler = NULL;
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static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D10RasterizerState* g_pRasterizerState = NULL;
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static ID3D10BlendState* g_pBlendState = NULL;
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static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
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static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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// Forward Declarations
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static void ImGui_ImplDX10_InitPlatformInterface();
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static void ImGui_ImplDX10_ShutdownPlatformInterface();
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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{
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ID3D10Device* ctx = g_pd3dDevice;
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// Create and grow vertex/index buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
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return;
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}
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if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
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return;
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}
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// Copy and convert all vertices into a single contiguous buffer
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ImDrawVert* vtx_dst = NULL;
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ImDrawIdx* idx_dst = NULL;
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g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
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g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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g_pVB->Unmap();
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g_pIB->Unmap();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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{
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void* mapped_resource;
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if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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g_pVertexConstantBuffer->Unmap();
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}
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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struct BACKUP_DX10_STATE
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{
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UINT ScissorRectsCount, ViewportsCount;
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D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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ID3D10RasterizerState* RS;
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ID3D10BlendState* BlendState;
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FLOAT BlendFactor[4];
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UINT SampleMask;
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UINT StencilRef;
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ID3D10DepthStencilState* DepthStencilState;
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ID3D10ShaderResourceView* PSShaderResource;
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ID3D10SamplerState* PSSampler;
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ID3D10PixelShader* PS;
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ID3D10VertexShader* VS;
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D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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DXGI_FORMAT IndexBufferFormat;
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ID3D10InputLayout* InputLayout;
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};
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BACKUP_DX10_STATE old;
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old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
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ctx->RSGetState(&old.RS);
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ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
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ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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ctx->PSGetSamplers(0, 1, &old.PSSampler);
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ctx->PSGetShader(&old.PS);
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ctx->VSGetShader(&old.VS);
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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ctx->IAGetInputLayout(&old.InputLayout);
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// Setup viewport
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D3D10_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D10_VIEWPORT));
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vp.Width = (UINT)draw_data->DisplaySize.x;
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vp.Height = (UINT)draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0;
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ctx->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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ctx->IASetInputLayout(g_pInputLayout);
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ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(g_pVertexShader);
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ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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ctx->PSSetShader(g_pPixelShader);
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ctx->PSSetSamplers(0, 1, &g_pFontSampler);
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// Setup render state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
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ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
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ctx->RSSetState(g_pRasterizerState);
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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ImVec2 display_pos = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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// User callback (registered via ImDrawList::AddCallback)
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Apply scissor/clipping rectangle
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const ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - display_pos.x, pcmd->ClipRect.y - display_pos.y, pcmd->ClipRect.z - display_pos.x, pcmd->ClipRect.w - display_pos.y);
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const D3D10_RECT clip_rect_dx = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w };
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ctx->RSSetScissorRects(1, &clip_rect_dx);
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// Bind texture, Draw
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ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
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ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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}
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idx_offset += pcmd->ElemCount;
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}
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vtx_offset += cmd_list->VtxBuffer.Size;
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}
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// Restore modified DX state
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ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
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ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
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ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
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ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
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ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
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ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
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ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
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ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
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ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
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ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
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ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
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ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
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ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
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}
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static void ImGui_ImplDX10_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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{
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D3D10_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D10_USAGE_DEFAULT;
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desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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ID3D10Texture2D *pTexture = NULL;
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D3D10_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = pixels;
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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// Create texture view
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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ZeroMemory(&srv_desc, sizeof(srv_desc));
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srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Texture2D.MipLevels = desc.MipLevels;
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srv_desc.Texture2D.MostDetailedMip = 0;
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
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pTexture->Release();
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}
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// Store our identifier
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io.Fonts->TexID = (void *)g_pFontTextureView;
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// Create texture sampler
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{
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D3D10_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
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desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
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desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
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desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
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desc.MipLODBias = 0.f;
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desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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desc.MaxLOD = 0.f;
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g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
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}
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}
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bool ImGui_ImplDX10_CreateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return false;
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if (g_pFontSampler)
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ImGui_ImplDX10_InvalidateDeviceObjects();
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX10 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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// Create the vertex shader
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{
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static const char* vertexShader =
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"cbuffer vertexBuffer : register(b0) \
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{\
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float4x4 ProjectionMatrix; \
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};\
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struct VS_INPUT\
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{\
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float2 pos : POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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PS_INPUT main(VS_INPUT input)\
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{\
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PS_INPUT output;\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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output.col = input.col;\
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output.uv = input.uv;\
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return output;\
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}";
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
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if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return false;
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if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
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return false;
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// Create the input layout
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D3D10_INPUT_ELEMENT_DESC local_layout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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};
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if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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return false;
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// Create the constant buffer
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{
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D3D10_BUFFER_DESC desc;
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desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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|
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
|
|
}
|
|
}
|
|
|
|
// Create the pixel shader
|
|
{
|
|
static const char* pixelShader =
|
|
"struct PS_INPUT\
|
|
{\
|
|
float4 pos : SV_POSITION;\
|
|
float4 col : COLOR0;\
|
|
float2 uv : TEXCOORD0;\
|
|
};\
|
|
sampler sampler0;\
|
|
Texture2D texture0;\
|
|
\
|
|
float4 main(PS_INPUT input) : SV_Target\
|
|
{\
|
|
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
|
return out_col; \
|
|
}";
|
|
|
|
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
|
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
|
return false;
|
|
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
|
|
return false;
|
|
}
|
|
|
|
// Create the blending setup
|
|
{
|
|
D3D10_BLEND_DESC desc;
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
desc.AlphaToCoverageEnable = false;
|
|
desc.BlendEnable[0] = true;
|
|
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
|
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
|
desc.BlendOp = D3D10_BLEND_OP_ADD;
|
|
desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
|
desc.DestBlendAlpha = D3D10_BLEND_ZERO;
|
|
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
|
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
|
}
|
|
|
|
// Create the rasterizer state
|
|
{
|
|
D3D10_RASTERIZER_DESC desc;
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
desc.FillMode = D3D10_FILL_SOLID;
|
|
desc.CullMode = D3D10_CULL_NONE;
|
|
desc.ScissorEnable = true;
|
|
desc.DepthClipEnable = true;
|
|
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
|
}
|
|
|
|
// Create depth-stencil State
|
|
{
|
|
D3D10_DEPTH_STENCIL_DESC desc;
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
desc.DepthEnable = false;
|
|
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
|
|
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
|
|
desc.StencilEnable = false;
|
|
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
|
|
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
|
desc.BackFace = desc.FrontFace;
|
|
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
|
}
|
|
|
|
ImGui_ImplDX10_CreateFontsTexture();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX10_InvalidateDeviceObjects()
|
|
{
|
|
if (!g_pd3dDevice)
|
|
return;
|
|
|
|
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
|
|
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
|
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
|
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
|
|
|
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
|
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
|
|
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
|
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
|
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
|
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
|
|
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
|
|
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
|
|
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
|
}
|
|
|
|
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
|
{
|
|
// Get factory from device
|
|
IDXGIDevice* pDXGIDevice = NULL;
|
|
IDXGIAdapter* pDXGIAdapter = NULL;
|
|
IDXGIFactory* pFactory = NULL;
|
|
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) != S_OK)
|
|
return false;
|
|
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) != S_OK)
|
|
return false;
|
|
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) != S_OK)
|
|
return false;
|
|
|
|
g_pd3dDevice = device;
|
|
g_pFactory = pFactory;
|
|
|
|
// Setup back-end capabilities flags
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
ImGui_ImplDX10_InitPlatformInterface();
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX10_Shutdown()
|
|
{
|
|
ImGui_ImplDX10_ShutdownPlatformInterface();
|
|
ImGui_ImplDX10_InvalidateDeviceObjects();
|
|
g_pd3dDevice = NULL;
|
|
}
|
|
|
|
void ImGui_ImplDX10_NewFrame()
|
|
{
|
|
if (!g_pFontSampler)
|
|
ImGui_ImplDX10_CreateDeviceObjects();
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
|
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
|
|
// 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..
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
struct ImGuiViewportDataDx10
|
|
{
|
|
IDXGISwapChain* SwapChain;
|
|
ID3D10RenderTargetView* RTView;
|
|
|
|
ImGuiViewportDataDx10() { SwapChain = NULL; RTView = NULL; }
|
|
~ImGuiViewportDataDx10() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
|
|
};
|
|
|
|
static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGuiViewportDataDx10* data = IM_NEW(ImGuiViewportDataDx10)();
|
|
viewport->RendererUserData = data;
|
|
|
|
HWND hwnd = (HWND)viewport->PlatformHandle;
|
|
IM_ASSERT(hwnd != 0);
|
|
|
|
// Create swap chain
|
|
DXGI_SWAP_CHAIN_DESC sd;
|
|
ZeroMemory(&sd, sizeof(sd));
|
|
sd.BufferDesc.Width = (UINT)viewport->Size.x;
|
|
sd.BufferDesc.Height = (UINT)viewport->Size.y;
|
|
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
sd.SampleDesc.Count = 1;
|
|
sd.SampleDesc.Quality = 0;
|
|
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
sd.BufferCount = 1;
|
|
sd.OutputWindow = hwnd;
|
|
sd.Windowed = TRUE;
|
|
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
|
sd.Flags = 0;
|
|
|
|
IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
|
|
g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
|
|
|
|
// Create the render target
|
|
if (data->SwapChain)
|
|
{
|
|
ID3D10Texture2D* pBackBuffer;
|
|
data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
|
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
|
|
pBackBuffer->Release();
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
|
|
{
|
|
// The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
|
|
if (ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData)
|
|
{
|
|
if (data->SwapChain)
|
|
data->SwapChain->Release();
|
|
data->SwapChain = NULL;
|
|
if (data->RTView)
|
|
data->RTView->Release();
|
|
data->RTView = NULL;
|
|
IM_DELETE(data);
|
|
}
|
|
viewport->RendererUserData = NULL;
|
|
}
|
|
|
|
static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
|
{
|
|
ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
|
|
if (data->RTView)
|
|
{
|
|
data->RTView->Release();
|
|
data->RTView = NULL;
|
|
}
|
|
if (data->SwapChain)
|
|
{
|
|
ID3D10Texture2D* pBackBuffer = NULL;
|
|
data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
|
|
data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
|
if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
|
|
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
|
|
pBackBuffer->Release();
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
|
|
{
|
|
ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
|
|
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
g_pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL);
|
|
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
|
g_pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color);
|
|
ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
|
|
}
|
|
|
|
static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
|
|
{
|
|
ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
|
|
data->SwapChain->Present(0, 0); // Present without vsync
|
|
}
|
|
|
|
void ImGui_ImplDX10_InitPlatformInterface()
|
|
{
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
|
|
platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
|
|
platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
|
|
platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
|
|
platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
|
|
}
|
|
|
|
void ImGui_ImplDX10_ShutdownPlatformInterface()
|
|
{
|
|
ImGui::DestroyPlatformWindows();
|
|
}
|
|
|