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capture and restore all state
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650515ce49
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@ -116,6 +116,46 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
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g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
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}
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}
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// Capture all the state that will be modified to restore it afterwards
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UINT oldNumScissorRects = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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D3D11_RECT oldScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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g_pd3dDeviceContext->RSGetScissorRects(&oldNumScissorRects, oldScissorRects);
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ID3D11ShaderResourceView* pOldPSSRV0;
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g_pd3dDeviceContext->PSGetShaderResources(0, 1, &pOldPSSRV0);
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ID3D11RasterizerState* pOldRS;
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g_pd3dDeviceContext->RSGetState(&pOldRS);
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ID3D11BlendState* pOldBlendState;
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FLOAT oldBlendFactor[4];
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UINT oldSampleMask;
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g_pd3dDeviceContext->OMGetBlendState(&pOldBlendState, oldBlendFactor, &oldSampleMask);
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ID3D11SamplerState* pOldPSSampler;
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g_pd3dDeviceContext->PSGetSamplers(0, 1, &pOldPSSampler);
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ID3D11PixelShader* pOldPS;
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ID3D11ClassInstance* pOldPSInstances[256]; // max according to PSSetShader documentation
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UINT oldNumPSInstances = 256;
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g_pd3dDeviceContext->PSGetShader(&pOldPS, pOldPSInstances, &oldNumPSInstances);
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ID3D11Buffer* pOldVSCBV;
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g_pd3dDeviceContext->VSGetConstantBuffers(0, 1, &pOldVSCBV);
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ID3D11VertexShader* pOldVS;
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ID3D11ClassInstance* pOldVSInstances[256]; // max according to VSSetShader documentation
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UINT oldNumVSInstances = 256;
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g_pd3dDeviceContext->VSGetShader(&pOldVS, pOldVSInstances, &oldNumVSInstances);
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D3D11_PRIMITIVE_TOPOLOGY oldPrimitiveTopology;
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g_pd3dDeviceContext->IAGetPrimitiveTopology(&oldPrimitiveTopology);
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ID3D11Buffer* pOldIndexBuffer;
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DXGI_FORMAT oldIndexBufferFormat;
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UINT oldIndexBufferOffset;
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g_pd3dDeviceContext->IAGetIndexBuffer(&pOldIndexBuffer, &oldIndexBufferFormat, &oldIndexBufferOffset);
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ID3D11Buffer* pOldVertexBuffer;
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UINT oldVertexBufferStride;
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UINT oldVertexBufferOffset;
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g_pd3dDeviceContext->IAGetVertexBuffers(0, 1, &pOldVertexBuffer, &oldVertexBufferStride, &oldVertexBufferOffset);
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ID3D11InputLayout* pOldInputLayout;
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g_pd3dDeviceContext->IAGetInputLayout(&pOldInputLayout);
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UINT oldNumViewports = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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D3D11_VIEWPORT oldViewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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g_pd3dDeviceContext->RSGetViewports(&oldNumViewports, oldViewports);
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// Setup viewport
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// Setup viewport
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{
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{
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D3D11_VIEWPORT vp;
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D3D11_VIEWPORT vp;
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@ -172,9 +212,31 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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}
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}
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// Restore modified state
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// Restore modified state
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g_pd3dDeviceContext->IASetInputLayout(NULL);
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g_pd3dDeviceContext->RSSetScissorRects(oldNumScissorRects, oldScissorRects);
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g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
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g_pd3dDeviceContext->PSSetShaderResources(0, 1, &pOldPSSRV0);
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g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
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if (pOldPSSRV0) pOldPSSRV0->Release();
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g_pd3dDeviceContext->RSSetState(pOldRS);
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if (pOldRS) pOldRS->Release();
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g_pd3dDeviceContext->OMSetBlendState(pOldBlendState, oldBlendFactor, oldSampleMask);
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if (pOldBlendState) pOldBlendState->Release();
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g_pd3dDeviceContext->PSSetSamplers(0, 1, &pOldPSSampler);
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if (pOldPSSampler) pOldPSSampler->Release();
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g_pd3dDeviceContext->PSSetShader(pOldPS, pOldPSInstances, oldNumPSInstances);
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if (pOldPS) pOldPS->Release();
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for (UINT i = 0; i < oldNumPSInstances; i++) if (pOldPSInstances[i]) pOldPSInstances[i]->Release();
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g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &pOldVSCBV);
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if (pOldVSCBV) pOldVSCBV->Release();
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g_pd3dDeviceContext->VSSetShader(pOldVS, pOldVSInstances, oldNumVSInstances);
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if (pOldVS) pOldVS->Release();
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for (UINT i = 0; i < oldNumVSInstances; i++) if (pOldVSInstances[i]) pOldVSInstances[i]->Release();
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g_pd3dDeviceContext->IASetPrimitiveTopology(oldPrimitiveTopology);
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g_pd3dDeviceContext->IASetIndexBuffer(pOldIndexBuffer, oldIndexBufferFormat, oldIndexBufferOffset);
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if (pOldIndexBuffer) pOldIndexBuffer->Release();
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g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &pOldVertexBuffer, &oldVertexBufferStride, &oldVertexBufferOffset);
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if (pOldVertexBuffer) pOldVertexBuffer->Release();
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g_pd3dDeviceContext->IASetInputLayout(pOldInputLayout);
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if (pOldInputLayout) pOldInputLayout->Release();
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g_pd3dDeviceContext->RSSetViewports(oldNumViewports, oldViewports);
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}
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}
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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