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@ -34,6 +34,7 @@ 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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@ -125,6 +126,8 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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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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@ -141,6 +144,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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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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@ -176,6 +180,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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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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@ -208,6 +213,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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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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@ -447,6 +453,20 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
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}
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// Create depth-stencil State
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{
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D3D10_DEPTH_STENCIL_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.DepthEnable = false;
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desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
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desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
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desc.StencilEnable = false;
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desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
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desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
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desc.BackFace = desc.FrontFace;
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g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
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}
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ImGui_ImplDX10_CreateFontsTexture();
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return true;
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@ -463,6 +483,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
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if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
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if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
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if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
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if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
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