mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-25 21:17:01 +00:00
Examples: DX11: Cleanup state backup/restore code (#570)
This commit is contained in:
parent
d4d51a7802
commit
2942240072
@ -116,45 +116,45 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
|
||||
g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// Capture all the state that will be modified to restore it afterwards
|
||||
UINT oldNumScissorRects = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
D3D11_RECT oldScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
g_pd3dDeviceContext->RSGetScissorRects(&oldNumScissorRects, oldScissorRects);
|
||||
ID3D11ShaderResourceView* pOldPSSRV0;
|
||||
g_pd3dDeviceContext->PSGetShaderResources(0, 1, &pOldPSSRV0);
|
||||
ID3D11RasterizerState* pOldRS;
|
||||
g_pd3dDeviceContext->RSGetState(&pOldRS);
|
||||
ID3D11BlendState* pOldBlendState;
|
||||
FLOAT oldBlendFactor[4];
|
||||
UINT oldSampleMask;
|
||||
g_pd3dDeviceContext->OMGetBlendState(&pOldBlendState, oldBlendFactor, &oldSampleMask);
|
||||
ID3D11SamplerState* pOldPSSampler;
|
||||
g_pd3dDeviceContext->PSGetSamplers(0, 1, &pOldPSSampler);
|
||||
ID3D11PixelShader* pOldPS;
|
||||
ID3D11ClassInstance* pOldPSInstances[256]; // max according to PSSetShader documentation
|
||||
UINT oldNumPSInstances = 256;
|
||||
g_pd3dDeviceContext->PSGetShader(&pOldPS, pOldPSInstances, &oldNumPSInstances);
|
||||
ID3D11Buffer* pOldVSCBV;
|
||||
g_pd3dDeviceContext->VSGetConstantBuffers(0, 1, &pOldVSCBV);
|
||||
ID3D11VertexShader* pOldVS;
|
||||
ID3D11ClassInstance* pOldVSInstances[256]; // max according to VSSetShader documentation
|
||||
UINT oldNumVSInstances = 256;
|
||||
g_pd3dDeviceContext->VSGetShader(&pOldVS, pOldVSInstances, &oldNumVSInstances);
|
||||
D3D11_PRIMITIVE_TOPOLOGY oldPrimitiveTopology;
|
||||
g_pd3dDeviceContext->IAGetPrimitiveTopology(&oldPrimitiveTopology);
|
||||
ID3D11Buffer* pOldIndexBuffer;
|
||||
DXGI_FORMAT oldIndexBufferFormat;
|
||||
UINT oldIndexBufferOffset;
|
||||
g_pd3dDeviceContext->IAGetIndexBuffer(&pOldIndexBuffer, &oldIndexBufferFormat, &oldIndexBufferOffset);
|
||||
ID3D11Buffer* pOldVertexBuffer;
|
||||
UINT oldVertexBufferStride;
|
||||
UINT oldVertexBufferOffset;
|
||||
g_pd3dDeviceContext->IAGetVertexBuffers(0, 1, &pOldVertexBuffer, &oldVertexBufferStride, &oldVertexBufferOffset);
|
||||
ID3D11InputLayout* pOldInputLayout;
|
||||
g_pd3dDeviceContext->IAGetInputLayout(&pOldInputLayout);
|
||||
UINT oldNumViewports = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
D3D11_VIEWPORT oldViewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
g_pd3dDeviceContext->RSGetViewports(&oldNumViewports, oldViewports);
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
|
||||
struct BACKUP_DX11_STATE
|
||||
{
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D11RasterizerState* RS;
|
||||
ID3D11BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
ID3D11ShaderResourceView* PSShaderResource;
|
||||
ID3D11SamplerState* PSSampler;
|
||||
ID3D11PixelShader* PS;
|
||||
ID3D11VertexShader* VS;
|
||||
UINT PSInstancesCount, VSInstancesCount;
|
||||
ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D11InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX11_STATE old;
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
ctx->RSGetState(&old.RS);
|
||||
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
old.PSInstancesCount = old.VSInstancesCount = 256;
|
||||
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup viewport
|
||||
{
|
||||
@ -211,32 +211,22 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
|
||||
vtx_offset += cmd_list->VtxBuffer.size();
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
g_pd3dDeviceContext->RSSetScissorRects(oldNumScissorRects, oldScissorRects);
|
||||
g_pd3dDeviceContext->PSSetShaderResources(0, 1, &pOldPSSRV0);
|
||||
if (pOldPSSRV0) pOldPSSRV0->Release();
|
||||
g_pd3dDeviceContext->RSSetState(pOldRS);
|
||||
if (pOldRS) pOldRS->Release();
|
||||
g_pd3dDeviceContext->OMSetBlendState(pOldBlendState, oldBlendFactor, oldSampleMask);
|
||||
if (pOldBlendState) pOldBlendState->Release();
|
||||
g_pd3dDeviceContext->PSSetSamplers(0, 1, &pOldPSSampler);
|
||||
if (pOldPSSampler) pOldPSSampler->Release();
|
||||
g_pd3dDeviceContext->PSSetShader(pOldPS, pOldPSInstances, oldNumPSInstances);
|
||||
if (pOldPS) pOldPS->Release();
|
||||
for (UINT i = 0; i < oldNumPSInstances; i++) if (pOldPSInstances[i]) pOldPSInstances[i]->Release();
|
||||
g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &pOldVSCBV);
|
||||
if (pOldVSCBV) pOldVSCBV->Release();
|
||||
g_pd3dDeviceContext->VSSetShader(pOldVS, pOldVSInstances, oldNumVSInstances);
|
||||
if (pOldVS) pOldVS->Release();
|
||||
for (UINT i = 0; i < oldNumVSInstances; i++) if (pOldVSInstances[i]) pOldVSInstances[i]->Release();
|
||||
g_pd3dDeviceContext->IASetPrimitiveTopology(oldPrimitiveTopology);
|
||||
g_pd3dDeviceContext->IASetIndexBuffer(pOldIndexBuffer, oldIndexBufferFormat, oldIndexBufferOffset);
|
||||
if (pOldIndexBuffer) pOldIndexBuffer->Release();
|
||||
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &pOldVertexBuffer, &oldVertexBufferStride, &oldVertexBufferOffset);
|
||||
if (pOldVertexBuffer) pOldVertexBuffer->Release();
|
||||
g_pd3dDeviceContext->IASetInputLayout(pOldInputLayout);
|
||||
if (pOldInputLayout) pOldInputLayout->Release();
|
||||
g_pd3dDeviceContext->RSSetViewports(oldNumViewports, oldViewports);
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
|
Loading…
Reference in New Issue
Block a user