mirror of
https://github.com/Drezil/imgui.git
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Backends: moved global to a data structure to facilitate support for multi-contexts. (#586, #1851, #2004, #3012, #3934, #4141)
This is NOT enable multi-contexts for any backends - in order to make this commit as harmless as possible, while containing all the cruft/renaming -
This commit is contained in:
@ -5,13 +5,14 @@
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// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
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// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
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@ -40,28 +41,43 @@
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#endif
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// DirectX data
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static ID3D10Device* g_pd3dDevice = NULL;
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static IDXGIFactory* g_pFactory = NULL;
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static ID3D10Buffer* g_pVB = NULL;
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static ID3D10Buffer* g_pIB = NULL;
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static ID3D10VertexShader* g_pVertexShader = NULL;
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static ID3D10InputLayout* g_pInputLayout = NULL;
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static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10PixelShader* g_pPixelShader = NULL;
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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 ImGui_ImplDX10_Data
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{
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ID3D10Device* pd3dDevice;
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IDXGIFactory* pFactory;
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ID3D10Buffer* pVB;
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ID3D10Buffer* pIB;
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ID3D10VertexShader* pVertexShader;
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ID3D10InputLayout* pInputLayout;
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ID3D10Buffer* pVertexConstantBuffer;
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ID3D10PixelShader* pPixelShader;
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ID3D10SamplerState* pFontSampler;
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ID3D10ShaderResourceView* pFontTextureView;
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ID3D10RasterizerState* pRasterizerState;
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ID3D10BlendState* pBlendState;
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ID3D10DepthStencilState* pDepthStencilState;
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int VertexBufferSize;
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int IndexBufferSize;
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ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplDX10_Data* g_Data;
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX10_Data); return g_Data; }
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplDX10_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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// Functions
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static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
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{
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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// Setup viewport
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D3D10_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D10_VIEWPORT));
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@ -75,21 +91,21 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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ctx->IASetInputLayout(g_pInputLayout);
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ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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ctx->IASetInputLayout(bd->pInputLayout);
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ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
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ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(g_pVertexShader);
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ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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ctx->PSSetShader(g_pPixelShader);
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ctx->PSSetSamplers(0, 1, &g_pFontSampler);
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ctx->VSSetShader(bd->pVertexShader);
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ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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ctx->PSSetShader(bd->pPixelShader);
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ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
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ctx->GSSetShader(NULL);
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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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ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
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ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
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ctx->RSSetState(bd->pRasterizerState);
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}
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// Render function
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@ -99,43 +115,44 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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ID3D10Device* ctx = g_pd3dDevice;
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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ID3D10Device* ctx = bd->pd3dDevice;
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// Create and grow vertex/index buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
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bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
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desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
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if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
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return;
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}
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if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
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if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
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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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if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
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bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
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desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
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if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
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return;
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}
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// Copy and convert all vertices into a single contiguous buffer
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ImDrawVert* vtx_dst = NULL;
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ImDrawIdx* idx_dst = NULL;
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g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
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g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
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bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
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bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@ -144,14 +161,14 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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g_pVB->Unmap();
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g_pIB->Unmap();
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bd->pVB->Unmap();
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bd->pIB->Unmap();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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{
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void* mapped_resource;
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if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
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float L = draw_data->DisplayPos.x;
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@ -166,7 +183,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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g_pVertexConstantBuffer->Unmap();
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bd->pVertexConstantBuffer->Unmap();
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}
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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@ -270,6 +287,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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static void ImGui_ImplDX10_CreateFontsTexture()
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{
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// Build texture atlas
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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@ -294,7 +312,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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subResource.pSysMem = pixels;
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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IM_ASSERT(pTexture != NULL);
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// Create texture view
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@ -304,12 +322,12 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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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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bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
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pTexture->Release();
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}
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)g_pFontTextureView);
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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// Create texture sampler
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{
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@ -323,15 +341,16 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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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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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
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}
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}
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bool ImGui_ImplDX10_CreateDeviceObjects()
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{
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if (!g_pd3dDevice)
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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if (!bd->pd3dDevice)
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return false;
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if (g_pFontSampler)
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if (bd->pFontSampler)
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ImGui_ImplDX10_InvalidateDeviceObjects();
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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@ -373,7 +392,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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ID3DBlob* vertexShaderBlob;
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if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
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if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
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{
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vertexShaderBlob->Release();
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return false;
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@ -386,7 +405,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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};
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if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
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{
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vertexShaderBlob->Release();
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return false;
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@ -401,7 +420,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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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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bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
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}
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}
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@ -426,7 +445,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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ID3DBlob* pixelShaderBlob;
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if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
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if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
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{
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pixelShaderBlob->Release();
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return false;
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@ -447,7 +466,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
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desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
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desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
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g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
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bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
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}
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// Create the rasterizer state
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@ -458,7 +477,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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desc.CullMode = D3D10_CULL_NONE;
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desc.ScissorEnable = true;
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desc.DepthClipEnable = true;
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g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
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bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
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}
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// Create depth-stencil State
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@ -472,7 +491,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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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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bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
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}
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ImGui_ImplDX10_CreateFontsTexture();
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@ -482,27 +501,31 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
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void ImGui_ImplDX10_InvalidateDeviceObjects()
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{
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if (!g_pd3dDevice)
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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if (!bd->pd3dDevice)
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return;
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if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
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if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
|
||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
|
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
|
||||
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
|
||||
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_CreateBackendData();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx10";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
@ -510,30 +533,36 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
IDXGIAdapter* pDXGIAdapter = NULL;
|
||||
IDXGIFactory* pFactory = NULL;
|
||||
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
{
|
||||
g_pd3dDevice = device;
|
||||
g_pFactory = pFactory;
|
||||
bd->pd3dDevice = device;
|
||||
bd->pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
g_pd3dDevice->AddRef();
|
||||
bd->pd3dDevice->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplDX10_DestroyBackendData();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_NewFrame()
|
||||
{
|
||||
if (!g_pFontSampler)
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
}
|
||||
|
Reference in New Issue
Block a user