730 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			730 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|   | // dear imgui: Renderer Backend for DirectX11
 | ||
|  | // This needs to be used along with a Platform Backend (e.g. Win32)
 | ||
|  | 
 | ||
|  | // Implemented features:
 | ||
|  | //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
 | ||
|  | //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 | ||
|  | //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
 | ||
|  | 
 | ||
|  | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | ||
|  | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | ||
|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | ||
|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs
 | ||
|  | 
 | ||
|  | // CHANGELOG
 | ||
|  | // (minor and older changes stripped away, please see git history for details)
 | ||
|  | //  2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 | ||
|  | //  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).
 | ||
|  | //  2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
 | ||
|  | //  2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
 | ||
|  | //  2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
 | ||
|  | //  2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
 | ||
|  | //  2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 | ||
|  | //  2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
 | ||
|  | //  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
 | ||
|  | //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 | ||
|  | //  2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
 | ||
|  | //  2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
 | ||
|  | //  2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
 | ||
|  | //  2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 | ||
|  | //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
 | ||
|  | //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
 | ||
|  | //  2016-05-07: DirectX11: Disabling depth-write.
 | ||
|  | 
 | ||
|  | #include "imgui.h"
 | ||
|  | #include "imgui_impl_dx11.h"
 | ||
|  | 
 | ||
|  | // DirectX
 | ||
|  | #include <stdio.h>
 | ||
|  | #include <d3d11.h>
 | ||
|  | #include <d3dcompiler.h>
 | ||
|  | #ifdef _MSC_VER
 | ||
|  | #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | // DirectX11 data
 | ||
|  | struct ImGui_ImplDX11_Data | ||
|  | { | ||
|  |     ID3D11Device*               pd3dDevice; | ||
|  |     ID3D11DeviceContext*        pd3dDeviceContext; | ||
|  |     IDXGIFactory*               pFactory; | ||
|  |     ID3D11Buffer*               pVB; | ||
|  |     ID3D11Buffer*               pIB; | ||
|  |     ID3D11VertexShader*         pVertexShader; | ||
|  |     ID3D11InputLayout*          pInputLayout; | ||
|  |     ID3D11Buffer*               pVertexConstantBuffer; | ||
|  |     ID3D11PixelShader*          pPixelShader; | ||
|  |     ID3D11SamplerState*         pFontSampler; | ||
|  |     ID3D11ShaderResourceView*   pFontTextureView; | ||
|  |     ID3D11RasterizerState*      pRasterizerState; | ||
|  |     ID3D11BlendState*           pBlendState; | ||
|  |     ID3D11DepthStencilState*    pDepthStencilState; | ||
|  |     int                         VertexBufferSize; | ||
|  |     int                         IndexBufferSize; | ||
|  | 
 | ||
|  |     ImGui_ImplDX11_Data()       { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } | ||
|  | }; | ||
|  | 
 | ||
|  | struct VERTEX_CONSTANT_BUFFER | ||
|  | { | ||
|  |     float   mvp[4][4]; | ||
|  | }; | ||
|  | 
 | ||
|  | // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
 | ||
|  | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
 | ||
|  | static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() | ||
|  | { | ||
|  |     return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL; | ||
|  | } | ||
|  | 
 | ||
|  | // Forward Declarations
 | ||
|  | static void ImGui_ImplDX11_InitPlatformInterface(); | ||
|  | static void ImGui_ImplDX11_ShutdownPlatformInterface(); | ||
|  | 
 | ||
|  | // Functions
 | ||
|  | static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) | ||
|  | { | ||
|  |     ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); | ||
|  | 
 | ||
|  |     // Setup viewport
 | ||
|  |     D3D11_VIEWPORT vp; | ||
|  |     memset(&vp, 0, sizeof(D3D11_VIEWPORT)); | ||
|  |     vp.Width = draw_data->DisplaySize.x; | ||
|  |     vp.Height = draw_data->DisplaySize.y; | ||
|  |     vp.MinDepth = 0.0f; | ||
|  |     vp.MaxDepth = 1.0f; | ||
|  |     vp.TopLeftX = vp.TopLeftY = 0; | ||
|  |     ctx->RSSetViewports(1, &vp); | ||
|  | 
 | ||
|  |     // Setup shader and vertex buffers
 | ||
|  |     unsigned int stride = sizeof(ImDrawVert); | ||
|  |     unsigned int offset = 0; | ||
|  |     ctx->IASetInputLayout(bd->pInputLayout); | ||
|  |     ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); | ||
|  |     ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); | ||
|  |     ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | ||
|  |     ctx->VSSetShader(bd->pVertexShader, NULL, 0); | ||
|  |     ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); | ||
|  |     ctx->PSSetShader(bd->pPixelShader, NULL, 0); | ||
|  |     ctx->PSSetSamplers(0, 1, &bd->pFontSampler); | ||
|  |     ctx->GSSetShader(NULL, NULL, 0); | ||
|  |     ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
 | ||
|  |     ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
 | ||
|  |     ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
 | ||
|  | 
 | ||
|  |     // Setup blend state
 | ||
|  |     const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; | ||
|  |     ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); | ||
|  |     ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); | ||
|  |     ctx->RSSetState(bd->pRasterizerState); | ||
|  | } | ||
|  | 
 | ||
|  | // Render function
 | ||
|  | void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) | ||
|  | { | ||
|  |     // Avoid rendering when minimized
 | ||
|  |     if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) | ||
|  |         return; | ||
|  | 
 | ||
|  |     ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); | ||
|  |     ID3D11DeviceContext* ctx = bd->pd3dDeviceContext; | ||
|  | 
 | ||
|  |     // Create and grow vertex/index buffers if needed
 | ||
|  |     if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) | ||
|  |     { | ||
|  |         if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } | ||
|  |         bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; | ||
|  |         D3D11_BUFFER_DESC desc; | ||
|  |         memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); | ||
|  |         desc.Usage = D3D11_USAGE_DYNAMIC; | ||
|  |         desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); | ||
|  |         desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; | ||
|  |         desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | ||
|  |         desc.MiscFlags = 0; | ||
|  |         if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0) | ||
|  |             return; | ||
|  |     } | ||
|  |     if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) | ||
|  |     { | ||
|  |         if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } | ||
|  |         bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; | ||
|  |         D3D11_BUFFER_DESC desc; | ||
|  |         memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); | ||
|  |         desc.Usage = D3D11_USAGE_DYNAMIC; | ||
|  |         desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); | ||
|  |         desc.BindFlags = D3D11_BIND_INDEX_BUFFER; | ||
|  |         desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | ||
|  |         if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0) | ||
|  |             return; | ||
|  |     } | ||
|  | 
 | ||
|  |     // Upload vertex/index data into a single contiguous GPU buffer
 | ||
|  |     D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; | ||
|  |     if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) | ||
|  |         return; | ||
|  |     if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) | ||
|  |         return; | ||
|  |     ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; | ||
|  |     ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; | ||
|  |     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||
|  |     { | ||
|  |         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | ||
|  |         memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | ||
|  |         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | ||
|  |         vtx_dst += cmd_list->VtxBuffer.Size; | ||
|  |         idx_dst += cmd_list->IdxBuffer.Size; | ||
|  |     } | ||
|  |     ctx->Unmap(bd->pVB, 0); | ||
|  |     ctx->Unmap(bd->pIB, 0); | ||
|  | 
 | ||
|  |     // Setup orthographic projection matrix into our constant buffer
 | ||
|  |     // 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.
 | ||
|  |     { | ||
|  |         D3D11_MAPPED_SUBRESOURCE mapped_resource; | ||
|  |         if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) | ||
|  |             return; | ||
|  |         VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; | ||
|  |         float L = draw_data->DisplayPos.x; | ||
|  |         float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; | ||
|  |         float T = draw_data->DisplayPos.y; | ||
|  |         float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; | ||
|  |         float mvp[4][4] = | ||
|  |         { | ||
|  |             { 2.0f/(R-L),   0.0f,           0.0f,       0.0f }, | ||
|  |             { 0.0f,         2.0f/(T-B),     0.0f,       0.0f }, | ||
|  |             { 0.0f,         0.0f,           0.5f,       0.0f }, | ||
|  |             { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f }, | ||
|  |         }; | ||
|  |         memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); | ||
|  |         ctx->Unmap(bd->pVertexConstantBuffer, 0); | ||
|  |     } | ||
|  | 
 | ||
|  |     // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
 | ||
|  |     struct BACKUP_DX11_STATE | ||
|  |     { | ||
|  |         UINT                        ScissorRectsCount, ViewportsCount; | ||
|  |         D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; | ||
|  |         D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; | ||
|  |         ID3D11RasterizerState*      RS; | ||
|  |         ID3D11BlendState*           BlendState; | ||
|  |         FLOAT                       BlendFactor[4]; | ||
|  |         UINT                        SampleMask; | ||
|  |         UINT                        StencilRef; | ||
|  |         ID3D11DepthStencilState*    DepthStencilState; | ||
|  |         ID3D11ShaderResourceView*   PSShaderResource; | ||
|  |         ID3D11SamplerState*         PSSampler; | ||
|  |         ID3D11PixelShader*          PS; | ||
|  |         ID3D11VertexShader*         VS; | ||
|  |         ID3D11GeometryShader*       GS; | ||
|  |         UINT                        PSInstancesCount, VSInstancesCount, GSInstancesCount; | ||
|  |         ID3D11ClassInstance         *PSInstances[256], *VSInstances[256], *GSInstances[256];   // 256 is max according to PSSetShader documentation
 | ||
|  |         D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology; | ||
|  |         ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer; | ||
|  |         UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset; | ||
|  |         DXGI_FORMAT                 IndexBufferFormat; | ||
|  |         ID3D11InputLayout*          InputLayout; | ||
|  |     }; | ||
|  |     BACKUP_DX11_STATE old = {}; | ||
|  |     old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; | ||
|  |     ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); | ||
|  |     ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); | ||
|  |     ctx->RSGetState(&old.RS); | ||
|  |     ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); | ||
|  |     ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); | ||
|  |     ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); | ||
|  |     ctx->PSGetSamplers(0, 1, &old.PSSampler); | ||
|  |     old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; | ||
|  |     ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); | ||
|  |     ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); | ||
|  |     ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); | ||
|  |     ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); | ||
|  | 
 | ||
|  |     ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); | ||
|  |     ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); | ||
|  |     ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); | ||
|  |     ctx->IAGetInputLayout(&old.InputLayout); | ||
|  | 
 | ||
|  |     // Setup desired DX state
 | ||
|  |     ImGui_ImplDX11_SetupRenderState(draw_data, ctx); | ||
|  | 
 | ||
|  |     // Render command lists
 | ||
|  |     // (Because we merged all buffers into a single one, we maintain our own offset into them)
 | ||
|  |     int global_idx_offset = 0; | ||
|  |     int global_vtx_offset = 0; | ||
|  |     ImVec2 clip_off = draw_data->DisplayPos; | ||
|  |     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||
|  |     { | ||
|  |         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | ||
|  |         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | ||
|  |         { | ||
|  |             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | ||
|  |             if (pcmd->UserCallback != NULL) | ||
|  |             { | ||
|  |                 // User callback, registered via ImDrawList::AddCallback()
 | ||
|  |                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
 | ||
|  |                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) | ||
|  |                     ImGui_ImplDX11_SetupRenderState(draw_data, ctx); | ||
|  |                 else | ||
|  |                     pcmd->UserCallback(cmd_list, pcmd); | ||
|  |             } | ||
|  |             else | ||
|  |             { | ||
|  |                 // Project scissor/clipping rectangles into framebuffer space
 | ||
|  |                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); | ||
|  |                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); | ||
|  |                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | ||
|  |                     continue; | ||
|  | 
 | ||
|  |                 // Apply scissor/clipping rectangle
 | ||
|  |                 const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; | ||
|  |                 ctx->RSSetScissorRects(1, &r); | ||
|  | 
 | ||
|  |                 // Bind texture, Draw
 | ||
|  |                 ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); | ||
|  |                 ctx->PSSetShaderResources(0, 1, &texture_srv); | ||
|  |                 ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); | ||
|  |             } | ||
|  |         } | ||
|  |         global_idx_offset += cmd_list->IdxBuffer.Size; | ||
|  |         global_vtx_offset += cmd_list->VtxBuffer.Size; | ||
|  |     } | ||
|  | 
 | ||
|  |     // Restore modified DX state
 | ||
|  |     ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); | ||
|  |     ctx->RSSetViewports(old.ViewportsCount, old.Viewports); | ||
|  |     ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); | ||
|  |     ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); | ||
|  |     ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); | ||
|  |     ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); | ||
|  |     ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); | ||
|  |     ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); | ||
|  |     for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); | ||
|  |     ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); | ||
|  |     ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); | ||
|  |     ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); | ||
|  |     for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); | ||
|  |     ctx->IASetPrimitiveTopology(old.PrimitiveTopology); | ||
|  |     ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); | ||
|  |     ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); | ||
|  |     ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX11_CreateFontsTexture() | ||
|  | { | ||
|  |     // Build texture atlas
 | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); | ||
|  |     unsigned char* pixels; | ||
|  |     int width, height; | ||
|  |     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); | ||
|  | 
 | ||
|  |     // Upload texture to graphics system
 | ||
|  |     { | ||
|  |         D3D11_TEXTURE2D_DESC desc; | ||
|  |         ZeroMemory(&desc, sizeof(desc)); | ||
|  |         desc.Width = width; | ||
|  |         desc.Height = height; | ||
|  |         desc.MipLevels = 1; | ||
|  |         desc.ArraySize = 1; | ||
|  |         desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | ||
|  |         desc.SampleDesc.Count = 1; | ||
|  |         desc.Usage = D3D11_USAGE_DEFAULT; | ||
|  |         desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; | ||
|  |         desc.CPUAccessFlags = 0; | ||
|  | 
 | ||
|  |         ID3D11Texture2D* pTexture = NULL; | ||
|  |         D3D11_SUBRESOURCE_DATA subResource; | ||
|  |         subResource.pSysMem = pixels; | ||
|  |         subResource.SysMemPitch = desc.Width * 4; | ||
|  |         subResource.SysMemSlicePitch = 0; | ||
|  |         bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); | ||
|  |         IM_ASSERT(pTexture != NULL); | ||
|  | 
 | ||
|  |         // Create texture view
 | ||
|  |         D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; | ||
|  |         ZeroMemory(&srvDesc, sizeof(srvDesc)); | ||
|  |         srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | ||
|  |         srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; | ||
|  |         srvDesc.Texture2D.MipLevels = desc.MipLevels; | ||
|  |         srvDesc.Texture2D.MostDetailedMip = 0; | ||
|  |         bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); | ||
|  |         pTexture->Release(); | ||
|  |     } | ||
|  | 
 | ||
|  |     // Store our identifier
 | ||
|  |     io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); | ||
|  | 
 | ||
|  |     // Create texture sampler
 | ||
|  |     // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
 | ||
|  |     { | ||
|  |         D3D11_SAMPLER_DESC desc; | ||
|  |         ZeroMemory(&desc, sizeof(desc)); | ||
|  |         desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; | ||
|  |         desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; | ||
|  |         desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; | ||
|  |         desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; | ||
|  |         desc.MipLODBias = 0.f; | ||
|  |         desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; | ||
|  |         desc.MinLOD = 0.f; | ||
|  |         desc.MaxLOD = 0.f; | ||
|  |         bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); | ||
|  |     } | ||
|  | } | ||
|  | 
 | ||
|  | bool    ImGui_ImplDX11_CreateDeviceObjects() | ||
|  | { | ||
|  |     ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); | ||
|  |     if (!bd->pd3dDevice) | ||
|  |         return false; | ||
|  |     if (bd->pFontSampler) | ||
|  |         ImGui_ImplDX11_InvalidateDeviceObjects(); | ||
|  | 
 | ||
|  |     // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
 | ||
|  |     // If you would like to use this DX11 sample code but remove this dependency you can:
 | ||
|  |     //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
 | ||
|  |     //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
 | ||
|  |     // See https://github.com/ocornut/imgui/pull/638 for sources and details.
 | ||
|  | 
 | ||
|  |     // Create the vertex shader
 | ||
|  |     { | ||
|  |         static const char* vertexShader = | ||
|  |             "cbuffer vertexBuffer : register(b0) \
 | ||
|  |             {\ | ||
|  |               float4x4 ProjectionMatrix; \ | ||
|  |             };\ | ||
|  |             struct VS_INPUT\ | ||
|  |             {\ | ||
|  |               float2 pos : POSITION;\ | ||
|  |               float4 col : COLOR0;\ | ||
|  |               float2 uv  : TEXCOORD0;\ | ||
|  |             };\ | ||
|  |             \ | ||
|  |             struct PS_INPUT\ | ||
|  |             {\ | ||
|  |               float4 pos : SV_POSITION;\ | ||
|  |               float4 col : COLOR0;\ | ||
|  |               float2 uv  : TEXCOORD0;\ | ||
|  |             };\ | ||
|  |             \ | ||
|  |             PS_INPUT main(VS_INPUT input)\ | ||
|  |             {\ | ||
|  |               PS_INPUT output;\ | ||
|  |               output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ | ||
|  |               output.col = input.col;\ | ||
|  |               output.uv  = input.uv;\ | ||
|  |               return output;\ | ||
|  |             }"; | ||
|  | 
 | ||
|  |         ID3DBlob* vertexShaderBlob; | ||
|  |         if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) | ||
|  |             return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
 | ||
|  |         if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK) | ||
|  |         { | ||
|  |             vertexShaderBlob->Release(); | ||
|  |             return false; | ||
|  |         } | ||
|  | 
 | ||
|  |         // Create the input layout
 | ||
|  |         D3D11_INPUT_ELEMENT_DESC local_layout[] = | ||
|  |         { | ||
|  |             { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, | ||
|  |             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 }, | ||
|  |             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, | ||
|  |         }; | ||
|  |         if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) | ||
|  |         { | ||
|  |             vertexShaderBlob->Release(); | ||
|  |             return false; | ||
|  |         } | ||
|  |         vertexShaderBlob->Release(); | ||
|  | 
 | ||
|  |         // Create the constant buffer
 | ||
|  |         { | ||
|  |             D3D11_BUFFER_DESC desc; | ||
|  |             desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); | ||
|  |             desc.Usage = D3D11_USAGE_DYNAMIC; | ||
|  |             desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; | ||
|  |             desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | ||
|  |             desc.MiscFlags = 0; | ||
|  |             bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer); | ||
|  |         } | ||
|  |     } | ||
|  | 
 | ||
|  |     // Create the pixel shader
 | ||
|  |     { | ||
|  |         static const char* pixelShader = | ||
|  |             "struct PS_INPUT\
 | ||
|  |             {\ | ||
|  |             float4 pos : SV_POSITION;\ | ||
|  |             float4 col : COLOR0;\ | ||
|  |             float2 uv  : TEXCOORD0;\ | ||
|  |             };\ | ||
|  |             sampler sampler0;\ | ||
|  |             Texture2D texture0;\ | ||
|  |             \ | ||
|  |             float4 main(PS_INPUT input) : SV_Target\ | ||
|  |             {\ | ||
|  |             float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ | ||
|  |             return out_col; \ | ||
|  |             }"; | ||
|  | 
 | ||
|  |         ID3DBlob* pixelShaderBlob; | ||
|  |         if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) | ||
|  |             return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
 | ||
|  |         if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK) | ||
|  |         { | ||
|  |             pixelShaderBlob->Release(); | ||
|  |             return false; | ||
|  |         } | ||
|  |         pixelShaderBlob->Release(); | ||
|  |     } | ||
|  | 
 | ||
|  |     // Create the blending setup
 | ||
|  |     { | ||
|  |         D3D11_BLEND_DESC desc; | ||
|  |         ZeroMemory(&desc, sizeof(desc)); | ||
|  |         desc.AlphaToCoverageEnable = false; | ||
|  |         desc.RenderTarget[0].BlendEnable = true; | ||
|  |         desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; | ||
|  |         desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; | ||
|  |         desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; | ||
|  |         desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; | ||
|  |         desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; | ||
|  |         desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; | ||
|  |         desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; | ||
|  |         bd->pd3dDevice->CreateBlendState(&desc, &bd->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; | ||
|  |         bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); | ||
|  |     } | ||
|  | 
 | ||
|  |     // Create depth-stencil State
 | ||
|  |     { | ||
|  |         D3D11_DEPTH_STENCIL_DESC desc; | ||
|  |         ZeroMemory(&desc, sizeof(desc)); | ||
|  |         desc.DepthEnable = false; | ||
|  |         desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; | ||
|  |         desc.DepthFunc = D3D11_COMPARISON_ALWAYS; | ||
|  |         desc.StencilEnable = false; | ||
|  |         desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; | ||
|  |         desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; | ||
|  |         desc.BackFace = desc.FrontFace; | ||
|  |         bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); | ||
|  |     } | ||
|  | 
 | ||
|  |     ImGui_ImplDX11_CreateFontsTexture(); | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
 | ||
|  | void    ImGui_ImplDX11_InvalidateDeviceObjects() | ||
|  | { | ||
|  |     ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); | ||
|  |     if (!bd->pd3dDevice) | ||
|  |         return; | ||
|  | 
 | ||
|  |     if (bd->pFontSampler)           { bd->pFontSampler->Release(); bd->pFontSampler = NULL; } | ||
|  |     if (bd->pFontTextureView)       { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
 | ||
|  |     if (bd->pIB)                    { bd->pIB->Release(); bd->pIB = NULL; } | ||
|  |     if (bd->pVB)                    { bd->pVB->Release(); bd->pVB = NULL; } | ||
|  |     if (bd->pBlendState)            { bd->pBlendState->Release(); bd->pBlendState = NULL; } | ||
|  |     if (bd->pDepthStencilState)     { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; } | ||
|  |     if (bd->pRasterizerState)       { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; } | ||
|  |     if (bd->pPixelShader)           { bd->pPixelShader->Release(); bd->pPixelShader = NULL; } | ||
|  |     if (bd->pVertexConstantBuffer)  { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; } | ||
|  |     if (bd->pInputLayout)           { bd->pInputLayout->Release(); bd->pInputLayout = NULL; } | ||
|  |     if (bd->pVertexShader)          { bd->pVertexShader->Release(); bd->pVertexShader = NULL; } | ||
|  | } | ||
|  | 
 | ||
|  | bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) | ||
|  | { | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); | ||
|  | 
 | ||
|  |     // Setup backend capabilities flags
 | ||
|  |     ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); | ||
|  |     io.BackendRendererUserData = (void*)bd; | ||
|  |     io.BackendRendererName = "imgui_impl_dx11"; | ||
|  |     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 | ||
|  |     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
 | ||
|  | 
 | ||
|  |     // Get factory from device
 | ||
|  |     IDXGIDevice* pDXGIDevice = NULL; | ||
|  |     IDXGIAdapter* pDXGIAdapter = NULL; | ||
|  |     IDXGIFactory* pFactory = NULL; | ||
|  | 
 | ||
|  |     if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) | ||
|  |         if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) | ||
|  |             if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) | ||
|  |             { | ||
|  |                 bd->pd3dDevice = device; | ||
|  |                 bd->pd3dDeviceContext = device_context; | ||
|  |                 bd->pFactory = pFactory; | ||
|  |             } | ||
|  |     if (pDXGIDevice) pDXGIDevice->Release(); | ||
|  |     if (pDXGIAdapter) pDXGIAdapter->Release(); | ||
|  |     bd->pd3dDevice->AddRef(); | ||
|  |     bd->pd3dDeviceContext->AddRef(); | ||
|  | 
 | ||
|  |     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | ||
|  |         ImGui_ImplDX11_InitPlatformInterface(); | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplDX11_Shutdown() | ||
|  | { | ||
|  |     ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); | ||
|  |     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  | 
 | ||
|  |     ImGui_ImplDX11_ShutdownPlatformInterface(); | ||
|  |     ImGui_ImplDX11_InvalidateDeviceObjects(); | ||
|  |     if (bd->pFactory)             { bd->pFactory->Release(); } | ||
|  |     if (bd->pd3dDevice)           { bd->pd3dDevice->Release(); } | ||
|  |     if (bd->pd3dDeviceContext)    { bd->pd3dDeviceContext->Release(); } | ||
|  |     io.BackendRendererName = NULL; | ||
|  |     io.BackendRendererUserData = NULL; | ||
|  |     IM_DELETE(bd); | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplDX11_NewFrame() | ||
|  | { | ||
|  |     ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); | ||
|  |     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?"); | ||
|  | 
 | ||
|  |     if (!bd->pFontSampler) | ||
|  |         ImGui_ImplDX11_CreateDeviceObjects(); | ||
|  | } | ||
|  | 
 | ||
|  | //--------------------------------------------------------------------------------------------------------
 | ||
|  | // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
 | ||
|  | // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
 | ||
|  | // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
 | ||
|  | //--------------------------------------------------------------------------------------------------------
 | ||
|  | 
 | ||
|  | // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
 | ||
|  | struct ImGui_ImplDX11_ViewportData | ||
|  | { | ||
|  |     IDXGISwapChain*                 SwapChain; | ||
|  |     ID3D11RenderTargetView*         RTView; | ||
|  | 
 | ||
|  |     ImGui_ImplDX11_ViewportData()   { SwapChain = NULL; RTView = NULL; } | ||
|  |     ~ImGui_ImplDX11_ViewportData()  { IM_ASSERT(SwapChain == NULL && RTView == NULL); } | ||
|  | }; | ||
|  | 
 | ||
|  | static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) | ||
|  | { | ||
|  |     ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); | ||
|  |     ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)(); | ||
|  |     viewport->RendererUserData = vd; | ||
|  | 
 | ||
|  |     // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
 | ||
|  |     // Some backend will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
 | ||
|  |     HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; | ||
|  |     IM_ASSERT(hwnd != 0); | ||
|  | 
 | ||
|  |     // Create swap chain
 | ||
|  |     DXGI_SWAP_CHAIN_DESC sd; | ||
|  |     ZeroMemory(&sd, sizeof(sd)); | ||
|  |     sd.BufferDesc.Width = (UINT)viewport->Size.x; | ||
|  |     sd.BufferDesc.Height = (UINT)viewport->Size.y; | ||
|  |     sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | ||
|  |     sd.SampleDesc.Count = 1; | ||
|  |     sd.SampleDesc.Quality = 0; | ||
|  |     sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | ||
|  |     sd.BufferCount = 1; | ||
|  |     sd.OutputWindow = hwnd; | ||
|  |     sd.Windowed = TRUE; | ||
|  |     sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; | ||
|  |     sd.Flags = 0; | ||
|  | 
 | ||
|  |     IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL); | ||
|  |     bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); | ||
|  | 
 | ||
|  |     // Create the render target
 | ||
|  |     if (vd->SwapChain) | ||
|  |     { | ||
|  |         ID3D11Texture2D* pBackBuffer; | ||
|  |         vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); | ||
|  |         bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView); | ||
|  |         pBackBuffer->Release(); | ||
|  |     } | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport) | ||
|  | { | ||
|  |     // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
 | ||
|  |     if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData) | ||
|  |     { | ||
|  |         if (vd->SwapChain) | ||
|  |             vd->SwapChain->Release(); | ||
|  |         vd->SwapChain = NULL; | ||
|  |         if (vd->RTView) | ||
|  |             vd->RTView->Release(); | ||
|  |         vd->RTView = NULL; | ||
|  |         IM_DELETE(vd); | ||
|  |     } | ||
|  |     viewport->RendererUserData = NULL; | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) | ||
|  | { | ||
|  |     ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); | ||
|  |     ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; | ||
|  |     if (vd->RTView) | ||
|  |     { | ||
|  |         vd->RTView->Release(); | ||
|  |         vd->RTView = NULL; | ||
|  |     } | ||
|  |     if (vd->SwapChain) | ||
|  |     { | ||
|  |         ID3D11Texture2D* pBackBuffer = NULL; | ||
|  |         vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); | ||
|  |         vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); | ||
|  |         if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; } | ||
|  |         bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView); | ||
|  |         pBackBuffer->Release(); | ||
|  |     } | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) | ||
|  | { | ||
|  |     ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); | ||
|  |     ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; | ||
|  |     ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); | ||
|  |     bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, NULL); | ||
|  |     if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) | ||
|  |         bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color); | ||
|  |     ImGui_ImplDX11_RenderDrawData(viewport->DrawData); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*) | ||
|  | { | ||
|  |     ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; | ||
|  |     vd->SwapChain->Present(0, 0); // Present without vsync
 | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX11_InitPlatformInterface() | ||
|  | { | ||
|  |     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | ||
|  |     platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow; | ||
|  |     platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow; | ||
|  |     platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize; | ||
|  |     platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow; | ||
|  |     platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers; | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX11_ShutdownPlatformInterface() | ||
|  | { | ||
|  |     ImGui::DestroyPlatformWindows(); | ||
|  | } |