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https://github.com/Drezil/imgui.git
synced 2025-07-06 13:08:47 +02:00
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@ -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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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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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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@ -71,7 +72,7 @@ struct VERTEX_CONSTANT_BUFFER_DX10
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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@ -100,7 +101,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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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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ctx->GSSetShader(nullptr);
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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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@ -122,7 +123,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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// Create and grow vertex/index buffers if needed
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if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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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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@ -131,13 +132,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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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, &bd->pVB) < 0)
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if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
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return;
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}
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if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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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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@ -145,13 +146,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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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, &bd->pIB) < 0)
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if (ctx->CreateBuffer(&desc, nullptr, &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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ImDrawVert* vtx_dst = nullptr;
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ImDrawIdx* idx_dst = nullptr;
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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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@ -314,13 +315,13 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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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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ID3D10Texture2D* pTexture = nullptr;
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D3D10_SUBRESOURCE_DATA subResource;
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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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bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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IM_ASSERT(pTexture != NULL);
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IM_ASSERT(pTexture != nullptr);
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// Create texture view
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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@ -398,7 +399,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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}";
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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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if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
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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 (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
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{
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@ -428,7 +429,7 @@ 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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bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
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bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
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}
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}
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@ -451,7 +452,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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}";
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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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if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
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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 (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
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{
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@ -513,23 +514,23 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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if (!bd->pd3dDevice)
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return;
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
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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.
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
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if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
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if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
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if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
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if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
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if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
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if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
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if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
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if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
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if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
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if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
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if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
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if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
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}
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bool ImGui_ImplDX10_Init(ID3D10Device* device)
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{
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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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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
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@ -538,9 +539,9 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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IDXGIAdapter* pDXGIAdapter = NULL;
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IDXGIFactory* pFactory = NULL;
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IDXGIDevice* pDXGIDevice = nullptr;
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IDXGIAdapter* pDXGIAdapter = nullptr;
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IDXGIFactory* pFactory = nullptr;
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if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
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if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
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if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
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@ -558,21 +559,21 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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void ImGui_ImplDX10_Shutdown()
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{
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX10_InvalidateDeviceObjects();
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if (bd->pFactory) { bd->pFactory->Release(); }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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IM_DELETE(bd);
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}
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void ImGui_ImplDX10_NewFrame()
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{
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?");
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?");
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if (!bd->pFontSampler)
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ImGui_ImplDX10_CreateDeviceObjects();
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