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:
@ -12,6 +12,7 @@
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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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// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
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// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
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@ -36,11 +37,23 @@
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#include <d3d9.h>
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// DirectX data
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
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static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
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static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
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static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
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struct ImGui_ImplDX9_Data
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{
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LPDIRECT3DDEVICE9 pd3dDevice;
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LPDIRECT3DVERTEXBUFFER9 pVB;
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LPDIRECT3DINDEXBUFFER9 pIB;
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LPDIRECT3DTEXTURE9 FontTexture;
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int VertexBufferSize;
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int IndexBufferSize;
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ImGui_ImplDX9_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_ImplDX9_Data* g_Data;
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static ImGui_ImplDX9_Data* ImGui_ImplDX9_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX9_Data); return g_Data; }
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static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplDX9_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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struct CUSTOMVERTEX
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{
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@ -56,8 +69,11 @@ struct CUSTOMVERTEX
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#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
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#endif
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// Functions
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static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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{
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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// Setup viewport
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D3DVIEWPORT9 vp;
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vp.X = vp.Y = 0;
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@ -65,41 +81,41 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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vp.Height = (DWORD)draw_data->DisplaySize.y;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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g_pd3dDevice->SetViewport(&vp);
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bd->pd3dDevice->SetViewport(&vp);
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
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g_pd3dDevice->SetPixelShader(NULL);
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g_pd3dDevice->SetVertexShader(NULL);
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g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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g_pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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g_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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bd->pd3dDevice->SetPixelShader(NULL);
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bd->pd3dDevice->SetVertexShader(NULL);
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bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
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bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
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bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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// Setup orthographic projection matrix
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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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@ -117,9 +133,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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0.0f, 0.0f, 0.5f, 0.0f,
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(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
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} } };
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g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
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bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
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bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
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bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
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}
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}
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@ -131,24 +147,25 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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return;
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// Create and grow buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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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 (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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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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if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 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 (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
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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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if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0)
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return;
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}
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// Backup the DX9 state
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IDirect3DStateBlock9* d3d9_state_block = NULL;
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if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
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if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
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return;
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if (d3d9_state_block->Capture() < 0)
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{
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@ -158,21 +175,21 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
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D3DMATRIX last_world, last_view, last_projection;
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g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
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g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
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g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
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bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
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bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
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bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
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// Allocate buffers
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CUSTOMVERTEX* vtx_dst;
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ImDrawIdx* idx_dst;
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if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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{
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d3d9_state_block->Release();
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return;
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}
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if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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{
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g_pVB->Unlock();
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bd->pVB->Unlock();
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d3d9_state_block->Release();
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return;
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}
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@ -199,11 +216,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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g_pVB->Unlock();
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g_pIB->Unlock();
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g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
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g_pd3dDevice->SetIndices(g_pIB);
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g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
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bd->pVB->Unlock();
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bd->pIB->Unlock();
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bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
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bd->pd3dDevice->SetIndices(bd->pIB);
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bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
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// Setup desired DX state
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ImGui_ImplDX9_SetupRenderState(draw_data);
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@ -232,9 +249,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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{
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const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
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const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
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g_pd3dDevice->SetTexture(0, texture);
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
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bd->pd3dDevice->SetTexture(0, texture);
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bd->pd3dDevice->SetScissorRect(&r);
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bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
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}
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}
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global_idx_offset += cmd_list->IdxBuffer.Size;
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@ -242,9 +259,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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}
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// Restore the DX9 transform
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g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
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bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
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bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
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bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
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// Restore the DX9 state
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d3d9_state_block->Apply();
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@ -253,26 +270,38 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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{
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_CreateBackendData();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx9";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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g_pd3dDevice = device;
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g_pd3dDevice->AddRef();
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bd->pd3dDevice = device;
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bd->pd3dDevice->AddRef();
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return true;
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}
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void ImGui_ImplDX9_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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ImGui_ImplDX9_InvalidateDeviceObjects();
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplDX9_DestroyBackendData();
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}
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static bool ImGui_ImplDX9_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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unsigned char* pixels;
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int width, height, bytes_per_pixel;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
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@ -289,18 +318,18 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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#endif
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// Upload texture to graphics system
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g_FontTexture = NULL;
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if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
|
||||
bd->FontTexture = NULL;
|
||||
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0)
|
||||
return false;
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
return false;
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
|
||||
g_FontTexture->UnlockRect(0);
|
||||
bd->FontTexture->UnlockRect(0);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)g_FontTexture);
|
||||
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
|
||||
|
||||
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
if (io.Fonts->TexPixelsUseColors)
|
||||
@ -312,7 +341,8 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
|
||||
bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return false;
|
||||
if (!ImGui_ImplDX9_CreateFontsTexture())
|
||||
return false;
|
||||
@ -321,15 +351,17 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return;
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
|
Reference in New Issue
Block a user