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