mirror of
				https://github.com/Drezil/imgui.git
				synced 2025-11-04 07:01:04 +01:00 
			
		
		
		
	Examples: DirectX10: Save/restore state + minor cleanups (#570)
This commit is contained in:
		@@ -46,6 +46,8 @@ struct VERTEX_CONSTANT_BUFFER
 | 
			
		||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
 | 
			
		||||
void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
 | 
			
		||||
{
 | 
			
		||||
    ID3D10Device* ctx = g_pd3dDevice;
 | 
			
		||||
 | 
			
		||||
    // Create and grow vertex/index buffers if needed
 | 
			
		||||
    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
 | 
			
		||||
    {
 | 
			
		||||
@@ -58,7 +60,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
 | 
			
		||||
        desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
 | 
			
		||||
        desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
 | 
			
		||||
        desc.MiscFlags = 0;
 | 
			
		||||
        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
 | 
			
		||||
        if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
 | 
			
		||||
            return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -66,13 +68,13 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
 | 
			
		||||
    {
 | 
			
		||||
        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
 | 
			
		||||
        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
 | 
			
		||||
        D3D10_BUFFER_DESC bufferDesc;
 | 
			
		||||
        memset(&bufferDesc, 0, sizeof(D3D10_BUFFER_DESC));
 | 
			
		||||
        bufferDesc.Usage = D3D10_USAGE_DYNAMIC;
 | 
			
		||||
        bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
 | 
			
		||||
        bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
 | 
			
		||||
        bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
 | 
			
		||||
        if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
 | 
			
		||||
        D3D10_BUFFER_DESC desc;
 | 
			
		||||
        memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
 | 
			
		||||
        desc.Usage = D3D10_USAGE_DYNAMIC;
 | 
			
		||||
        desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
 | 
			
		||||
        desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
 | 
			
		||||
        desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
 | 
			
		||||
        if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
 | 
			
		||||
            return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -81,7 +83,6 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
 | 
			
		||||
    ImDrawIdx* idx_dst = NULL;
 | 
			
		||||
    g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
 | 
			
		||||
    g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
 | 
			
		||||
 | 
			
		||||
    for (int n = 0; n < draw_data->CmdListsCount; n++)
 | 
			
		||||
    {
 | 
			
		||||
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
 | 
			
		||||
@@ -95,11 +96,10 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
 | 
			
		||||
 | 
			
		||||
    // Setup orthographic projection matrix into our constant buffer
 | 
			
		||||
    {
 | 
			
		||||
        void* mappedResource;
 | 
			
		||||
        if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
 | 
			
		||||
        void* mapped_resource;
 | 
			
		||||
        if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource;
 | 
			
		||||
        VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
 | 
			
		||||
        const float L = 0.0f;
 | 
			
		||||
        const float R = ImGui::GetIO().DisplaySize.x;
 | 
			
		||||
        const float B = ImGui::GetIO().DisplaySize.y;
 | 
			
		||||
@@ -111,39 +111,72 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
 | 
			
		||||
            { 0.0f,         0.0f,           0.5f,       0.0f },
 | 
			
		||||
            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
 | 
			
		||||
        };
 | 
			
		||||
        memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
 | 
			
		||||
        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
 | 
			
		||||
        g_pVertexConstantBuffer->Unmap();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Setup viewport
 | 
			
		||||
    // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
 | 
			
		||||
    struct BACKUP_DX10_STATE
 | 
			
		||||
    {
 | 
			
		||||
        D3D10_VIEWPORT vp;
 | 
			
		||||
        memset(&vp, 0, sizeof(D3D10_VIEWPORT));
 | 
			
		||||
        vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
 | 
			
		||||
        vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
 | 
			
		||||
        vp.MinDepth = 0.0f;
 | 
			
		||||
        vp.MaxDepth = 1.0f;
 | 
			
		||||
        vp.TopLeftX = 0;
 | 
			
		||||
        vp.TopLeftY = 0;
 | 
			
		||||
        g_pd3dDevice->RSSetViewports(1, &vp);
 | 
			
		||||
    }
 | 
			
		||||
        UINT                        ScissorRectsCount, ViewportsCount;
 | 
			
		||||
        D3D10_RECT                  ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
 | 
			
		||||
        D3D10_VIEWPORT              Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
 | 
			
		||||
        ID3D10RasterizerState*      RS;
 | 
			
		||||
        ID3D10BlendState*           BlendState;
 | 
			
		||||
        FLOAT                       BlendFactor[4];
 | 
			
		||||
        UINT                        SampleMask;
 | 
			
		||||
        ID3D10ShaderResourceView*   PSShaderResource;
 | 
			
		||||
        ID3D10SamplerState*         PSSampler;
 | 
			
		||||
        ID3D10PixelShader*          PS;
 | 
			
		||||
        ID3D10VertexShader*         VS;
 | 
			
		||||
        D3D10_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
 | 
			
		||||
        ID3D10Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
 | 
			
		||||
        UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
 | 
			
		||||
        DXGI_FORMAT                 IndexBufferFormat;
 | 
			
		||||
        ID3D10InputLayout*          InputLayout;
 | 
			
		||||
    };
 | 
			
		||||
    BACKUP_DX10_STATE old;
 | 
			
		||||
    old.ScissorRectsCount = old.ViewportsCount = D3D10_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);
 | 
			
		||||
    ctx->PSGetShader(&old.PS);
 | 
			
		||||
    ctx->VSGetShader(&old.VS);
 | 
			
		||||
    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
 | 
			
		||||
    D3D10_VIEWPORT vp;
 | 
			
		||||
    memset(&vp, 0, sizeof(D3D10_VIEWPORT));
 | 
			
		||||
    vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
 | 
			
		||||
    vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
 | 
			
		||||
    vp.MinDepth = 0.0f;
 | 
			
		||||
    vp.MaxDepth = 1.0f;
 | 
			
		||||
    vp.TopLeftX = vp.TopLeftY = 0;
 | 
			
		||||
    ctx->RSSetViewports(1, &vp);
 | 
			
		||||
 | 
			
		||||
    // Bind shader and vertex buffers
 | 
			
		||||
    unsigned int stride = sizeof(ImDrawVert);
 | 
			
		||||
    unsigned int offset = 0;
 | 
			
		||||
    g_pd3dDevice->IASetInputLayout(g_pInputLayout);
 | 
			
		||||
    g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
 | 
			
		||||
    g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
 | 
			
		||||
    g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
 | 
			
		||||
    g_pd3dDevice->VSSetShader(g_pVertexShader);
 | 
			
		||||
    g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
 | 
			
		||||
    g_pd3dDevice->PSSetShader(g_pPixelShader);
 | 
			
		||||
    g_pd3dDevice->PSSetSamplers(0, 1, &g_pFontSampler);
 | 
			
		||||
    ctx->IASetInputLayout(g_pInputLayout);
 | 
			
		||||
    ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
 | 
			
		||||
    ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
 | 
			
		||||
    ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
 | 
			
		||||
    ctx->VSSetShader(g_pVertexShader);
 | 
			
		||||
    ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
 | 
			
		||||
    ctx->PSSetShader(g_pPixelShader);
 | 
			
		||||
    ctx->PSSetSamplers(0, 1, &g_pFontSampler);
 | 
			
		||||
 | 
			
		||||
    // Setup render state
 | 
			
		||||
    const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
 | 
			
		||||
    g_pd3dDevice->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
 | 
			
		||||
    g_pd3dDevice->RSSetState(g_pRasterizerState);
 | 
			
		||||
    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
 | 
			
		||||
    ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
 | 
			
		||||
    ctx->RSSetState(g_pRasterizerState);
 | 
			
		||||
 | 
			
		||||
    // Render command lists
 | 
			
		||||
    int vtx_offset = 0;
 | 
			
		||||
@@ -161,19 +194,29 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
 | 
			
		||||
                g_pd3dDevice->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
 | 
			
		||||
                g_pd3dDevice->RSSetScissorRects(1, &r);
 | 
			
		||||
                g_pd3dDevice->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
 | 
			
		||||
                ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
 | 
			
		||||
                ctx->RSSetScissorRects(1, &r);
 | 
			
		||||
                ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
 | 
			
		||||
            }
 | 
			
		||||
            idx_offset += pcmd->ElemCount;
 | 
			
		||||
        }
 | 
			
		||||
        vtx_offset += cmd_list->VtxBuffer.size();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Restore modified state
 | 
			
		||||
    g_pd3dDevice->IASetInputLayout(NULL);
 | 
			
		||||
    g_pd3dDevice->PSSetShader(NULL);
 | 
			
		||||
    g_pd3dDevice->VSSetShader(NULL);
 | 
			
		||||
    // 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); if (old.PS) old.PS->Release();
 | 
			
		||||
    ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
 | 
			
		||||
    ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->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_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user