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https://github.com/Drezil/imgui.git
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DirectX11 example: closing all handler/resources in Cleanup.
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0f29cd7a14
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@ -157,15 +157,10 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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HRESULT InitD3D(HWND hWnd)
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HRESULT InitD3D(HWND hWnd)
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{
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{
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IDXGIFactory1* pFactory = NULL;
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// Setup swap chain
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CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory);
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DXGI_SWAP_CHAIN_DESC sd;
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DXGI_SWAP_CHAIN_DESC sd;
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// Setup the swap chain
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{
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{
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// Setup swap chain
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ZeroMemory(&sd, sizeof(sd));
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = 2;
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sd.BufferCount = 2;
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sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
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sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
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sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
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sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
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@ -208,41 +203,37 @@ HRESULT InitD3D(HWND hWnd)
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else
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else
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RSDesc.MultisampleEnable = FALSE;
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RSDesc.MultisampleEnable = FALSE;
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ID3D11RasterizerState* g_pRState = NULL;
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ID3D11RasterizerState* pRState = NULL;
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g_pd3dDevice->CreateRasterizerState(&RSDesc, &g_pRState);
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g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
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g_pd3dDeviceImmediateContext->RSSetState(g_pRState);
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g_pd3dDeviceImmediateContext->RSSetState(pRState);
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pRState->Release();
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}
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}
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// Create the render target
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// Create the render target
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{
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{
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ID3D11Texture2D* g_pBackBuffer;
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ID3D11Texture2D* pBackBuffer;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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render_target_view_desc.Format = sd.BufferDesc.Format;
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render_target_view_desc.Format = sd.BufferDesc.Format;
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&g_pBackBuffer);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
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g_pd3dDevice->CreateRenderTargetView(g_pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
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g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
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g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
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pBackBuffer->Release();
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}
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}
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// Create the vertex shader
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// Create the vertex shader
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{
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{
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ID3D10Blob * pErrorBlob;
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ID3D10Blob * pErrorBlob = NULL;
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, &pErrorBlob);
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, &pErrorBlob);
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if (g_pVertexShaderBlob == NULL)
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if (g_pVertexShaderBlob == NULL)
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{
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{
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const char* pError = (const char*)pErrorBlob->GetBufferPointer();
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//const char* pError = (const char*)pErrorBlob->GetBufferPointer();
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pErrorBlob->Release();
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pErrorBlob->Release();
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return E_FAIL;
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return E_FAIL;
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}
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}
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if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
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if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
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return E_FAIL;
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return E_FAIL;
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if (pErrorBlob)
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if (pErrorBlob)
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pErrorBlob->Release();
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pErrorBlob->Release();
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@ -272,17 +263,14 @@ HRESULT InitD3D(HWND hWnd)
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{
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{
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ID3D10Blob * pErrorBlob;
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ID3D10Blob * pErrorBlob;
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, &pErrorBlob);
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, &pErrorBlob);
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if (g_pPixelShaderBlob == NULL)
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if (g_pPixelShaderBlob == NULL)
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{
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{
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const char* pError = (const char*)pErrorBlob->GetBufferPointer();
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//const char* pError = (const char*)pErrorBlob->GetBufferPointer();
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pErrorBlob->Release();
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pErrorBlob->Release();
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return E_FAIL;
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return E_FAIL;
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}
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}
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if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
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if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
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return E_FAIL;
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return E_FAIL;
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if (pErrorBlob)
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if (pErrorBlob)
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pErrorBlob->Release();
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pErrorBlob->Release();
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}
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}
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@ -306,6 +294,27 @@ HRESULT InitD3D(HWND hWnd)
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return S_OK;
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return S_OK;
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}
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}
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void Cleanup()
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{
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if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
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if (g_pFontSampler) g_pFontSampler->Release();
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if (g_pFontTextureView) g_pFontTextureView->Release();
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if (g_pVB) g_pVB->Release();
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if (g_blendState) g_blendState->Release();
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if (g_pPixelShader) g_pPixelShader->Release();
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if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
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if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
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if (g_pInputLayout) g_pInputLayout->Release();
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if (g_pVertexShader) g_pVertexShader->Release();
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if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
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if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
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if (g_pSwapChain) g_pSwapChain->Release();
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if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
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if (g_pd3dDevice) g_pd3dDevice->Release();
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}
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LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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@ -337,6 +346,7 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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io.AddInputCharacter((unsigned short)wParam);
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io.AddInputCharacter((unsigned short)wParam);
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return true;
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return true;
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case WM_DESTROY:
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case WM_DESTROY:
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Cleanup();
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PostQuitMessage(0);
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PostQuitMessage(0);
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return 0;
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return 0;
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}
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}
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@ -369,7 +379,6 @@ void InitImGui()
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io.KeyMap[ImGuiKey_X] = 'X';
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io.KeyMap[ImGuiKey_X] = 'X';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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// Create the vertex buffer
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// Create the vertex buffer
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@ -427,6 +436,7 @@ void InitImGui()
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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srvDesc.Texture2D.MostDetailedMip = 0;
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
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pTexture->Release();
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}
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}
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// create texture sampler
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// create texture sampler
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@ -562,8 +572,8 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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}
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}
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ImGui::Shutdown();
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ImGui::Shutdown();
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UnregisterClass("ImGui Example", wc.hInstance);
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UnregisterClass("ImGui Example", wc.hInstance);
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return 0;
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return 0;
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}
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}
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