From b6f3c97e3b554099d5abfe47e97ee420d5023ba0 Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 18 May 2015 21:38:17 +0100 Subject: [PATCH] Examples: DirectX11: explicitly set rasterizer state. --- .../directx11_example/imgui_impl_dx11.cpp | 38 +++++++++++++------ 1 file changed, 26 insertions(+), 12 deletions(-) diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index 4af5551d..044c5f69 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -26,7 +26,8 @@ static ID3D10Blob * g_pPixelShaderBlob = NULL; static ID3D11PixelShader* g_pPixelShader = NULL; static ID3D11SamplerState* g_pFontSampler = NULL; static ID3D11ShaderResourceView*g_pFontTextureView = NULL; -static ID3D11BlendState* g_blendState = NULL; +static ID3D11RasterizerState* g_pRasterizerState = NULL; +static ID3D11BlendState* g_pBlendState = NULL; static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed. struct VERTEX_CONSTANT_BUFFER @@ -100,7 +101,8 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd // Setup render state const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; - g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff); + g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff); + g_pd3dDeviceContext->RSSetState(g_pRasterizerState); // Render command lists int vtx_offset = 0; @@ -339,19 +341,30 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - g_pd3dDevice->CreateBlendState(&desc, &g_blendState); + g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + } + + // Create the rasterizer state + { + D3D11_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D11_FILL_SOLID; + desc.CullMode = D3D11_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); } // Create the vertex buffer { - D3D11_BUFFER_DESC bufferDesc; - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - bufferDesc.MiscFlags = 0; - if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0) + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert); + desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) return false; } @@ -369,7 +382,8 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; } if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - if (g_blendState) { g_blendState->Release(); g_blendState = NULL; } + if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } + if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }