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Backends: DirectX9: explicitely setting up more graphics states to increase compatibility with unusual non-default states. (#4063)
Added D3DRS_FILLMODE, D3DRS_ZWRITEENABLE, D3DRS_RANGEFOGENABLE, D3DRS_SPECULARENABLE, D3DRS_STENCILENABLE, D3DRS_CLIPPING. Reordered some to match order in DX9 headers.
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@ -11,6 +11,7 @@
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// CHANGELOG
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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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// (minor and older changes stripped away, please see git history for details)
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// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
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// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
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// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
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// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
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// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
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// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
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// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
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@ -66,11 +67,13 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
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g_pd3dDevice->SetPixelShader(NULL);
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g_pd3dDevice->SetPixelShader(NULL);
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g_pd3dDevice->SetVertexShader(NULL);
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g_pd3dDevice->SetVertexShader(NULL);
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g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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@ -78,8 +81,12 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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@ -68,6 +68,8 @@ Other Changes:
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- Backends: OSX: Fix keys remaining stuck when CMD-tabbing to a different application. (#3832) [@rokups]
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- Backends: OSX: Fix keys remaining stuck when CMD-tabbing to a different application. (#3832) [@rokups]
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- Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to
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- Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to
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workaround/fix state restoring issues. Unknown exactly why so, but bit of a cargo-cult fix. (#3857)
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workaround/fix state restoring issues. Unknown exactly why so, but bit of a cargo-cult fix. (#3857)
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- Backends: DirectX9: explicitly setting up more graphics states to increase compatibility with unusual
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non-default states. (#4063)
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- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when
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- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when
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entering the rendering function. (#4045) [@Nemirtingas]
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entering the rendering function. (#4045) [@Nemirtingas]
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- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of
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- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of
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