From 552246feed953887b1035fe4ed7d4c4290144068 Mon Sep 17 00:00:00 2001 From: ocornut Date: Sun, 3 Apr 2016 13:02:04 +0200 Subject: [PATCH] Examples: DirectX10,DirectX11 : Minor renaming --- .../directx10_example/imgui_impl_dx10.cpp | 82 +++++++++--------- .../directx11_example/imgui_impl_dx11.cpp | 83 +++++++++---------- 2 files changed, 82 insertions(+), 83 deletions(-) diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index 3afe289a..f0e57f72 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -277,33 +277,33 @@ static void ImGui_ImplDX10_CreateFontsTexture() // Create DX10 texture { - D3D10_TEXTURE2D_DESC texDesc; - ZeroMemory(&texDesc, sizeof(texDesc)); - texDesc.Width = width; - texDesc.Height = height; - texDesc.MipLevels = 1; - texDesc.ArraySize = 1; - texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - texDesc.SampleDesc.Count = 1; - texDesc.Usage = D3D10_USAGE_DEFAULT; - texDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE; - texDesc.CPUAccessFlags = 0; + D3D10_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D10_USAGE_DEFAULT; + desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; ID3D10Texture2D *pTexture = NULL; D3D10_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; - subResource.SysMemPitch = texDesc.Width * 4; + subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture); + g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); // Create texture view - D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc; - ZeroMemory(&srvDesc, sizeof(srvDesc)); - srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; - srvDesc.Texture2D.MipLevels = texDesc.MipLevels; - srvDesc.Texture2D.MostDetailedMip = 0; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); + D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; + ZeroMemory(&srv_desc, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; + srv_desc.Texture2D.MipLevels = desc.MipLevels; + srv_desc.Texture2D.MostDetailedMip = 0; + g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView); pTexture->Release(); } @@ -312,17 +312,17 @@ static void ImGui_ImplDX10_CreateFontsTexture() // Create texture sampler { - D3D10_SAMPLER_DESC samplerDesc; - ZeroMemory(&samplerDesc, sizeof(samplerDesc)); - samplerDesc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; - samplerDesc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; - samplerDesc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; - samplerDesc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; - samplerDesc.MipLODBias = 0.f; - samplerDesc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; - samplerDesc.MinLOD = 0.f; - samplerDesc.MaxLOD = 0.f; - g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler); + D3D10_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); } // Cleanup (don't clear the input data if you want to append new fonts later) @@ -374,24 +374,24 @@ bool ImGui_ImplDX10_CreateDeviceObjects() return false; // Create the input layout - D3D10_INPUT_ELEMENT_DESC localLayout[] = { + D3D10_INPUT_ELEMENT_DESC local_layout[] = + { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; - - if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) return false; // Create the constant buffer { - D3D10_BUFFER_DESC cbDesc; - cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); - cbDesc.Usage = D3D10_USAGE_DYNAMIC; - cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; - cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - cbDesc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer); + D3D10_BUFFER_DESC desc; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); } } diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index f02da129..5f209bc0 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -67,13 +67,13 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) { if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D11_BUFFER_DESC buffer_desc; - memset(&buffer_desc, 0, sizeof(D3D11_BUFFER_DESC)); - buffer_desc.Usage = D3D11_USAGE_DYNAMIC; - buffer_desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); - buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER; - buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - if (g_pd3dDevice->CreateBuffer(&buffer_desc, NULL, &g_pIB) < 0) + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D11_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) return; } @@ -283,31 +283,31 @@ static void ImGui_ImplDX11_CreateFontsTexture() // Upload texture to graphics system { - D3D11_TEXTURE2D_DESC texDesc; - ZeroMemory(&texDesc, sizeof(texDesc)); - texDesc.Width = width; - texDesc.Height = height; - texDesc.MipLevels = 1; - texDesc.ArraySize = 1; - texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - texDesc.SampleDesc.Count = 1; - texDesc.Usage = D3D11_USAGE_DEFAULT; - texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; - texDesc.CPUAccessFlags = 0; + D3D11_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; ID3D11Texture2D *pTexture = NULL; D3D11_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; - subResource.SysMemPitch = texDesc.Width * 4; + subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture); + g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); // Create texture view D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; ZeroMemory(&srvDesc, sizeof(srvDesc)); srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; - srvDesc.Texture2D.MipLevels = texDesc.MipLevels; + srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); pTexture->Release(); @@ -318,17 +318,17 @@ static void ImGui_ImplDX11_CreateFontsTexture() // Create texture sampler { - D3D11_SAMPLER_DESC samplerDesc; - ZeroMemory(&samplerDesc, sizeof(samplerDesc)); - samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; - samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; - samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; - samplerDesc.MipLODBias = 0.f; - samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; - samplerDesc.MinLOD = 0.f; - samplerDesc.MaxLOD = 0.f; - g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler); + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); } } @@ -376,24 +376,23 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return false; // Create the input layout - D3D11_INPUT_ELEMENT_DESC localLayout[] = { + D3D11_INPUT_ELEMENT_DESC local_layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; - - if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) return false; // Create the constant buffer { - D3D11_BUFFER_DESC cbDesc; - cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); - cbDesc.Usage = D3D11_USAGE_DYNAMIC; - cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - cbDesc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer); + D3D11_BUFFER_DESC desc; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); } }