update Dear ImGui to 1.91.6
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49 changed files with 903 additions and 491 deletions
78
extern/imgui_patched/backends/imgui_impl_dx9.cpp
vendored
78
extern/imgui_patched/backends/imgui_impl_dx9.cpp
vendored
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@ -3,7 +3,8 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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@ -54,6 +55,7 @@ struct ImGui_ImplDX9_Data
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LPDIRECT3DTEXTURE9 FontTexture;
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int VertexBufferSize;
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int IndexBufferSize;
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bool HasRgbaSupport;
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ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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@ -320,6 +322,24 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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*/
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}
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static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
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{
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LPDIRECT3D9 pd3d = nullptr;
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if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
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return false;
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D3DDEVICE_CREATION_PARAMETERS param = {};
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D3DDISPLAYMODE mode = {};
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if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
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{
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pd3d->Release();
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return false;
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}
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// Font texture should support linear filter, color blend and write to render-target
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bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
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pd3d->Release();
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return support;
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}
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bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -335,6 +355,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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bd->pd3dDevice = device;
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bd->pd3dDevice->AddRef();
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bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
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ImGui_ImplDX9_InitMultiViewportSupport();
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@ -356,22 +377,26 @@ void ImGui_ImplDX9_Shutdown()
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IM_DELETE(bd);
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}
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static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
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// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
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static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
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{
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IDirect3D9* pd3d = nullptr;
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if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
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return false;
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D3DDEVICE_CREATION_PARAMETERS param = {};
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D3DDISPLAYMODE mode = {};
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if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
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#ifndef IMGUI_USE_BGRA_PACKED_COLOR
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
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#else
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const bool convert_rgba_to_bgra = false;
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IM_UNUSED(tex_use_colors);
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#endif
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for (int y = 0; y < h; y++)
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{
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pd3d->Release();
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return false;
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ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y);
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ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y);
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if (convert_rgba_to_bgra)
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for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
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*dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
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else
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memcpy(dst_p, src_p, w * 4); // Raw copy
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}
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// Font texture should support linear filter, color blend and write to render-target
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bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
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pd3d->Release();
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return support;
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}
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static bool ImGui_ImplDX9_CreateFontsTexture()
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@ -383,39 +408,18 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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int width, height, bytes_per_pixel;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
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// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
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#ifndef IMGUI_USE_BGRA_PACKED_COLOR
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const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
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if (!rgba_support && io.Fonts->TexPixelsUseColors)
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{
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ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
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for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
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*dst = IMGUI_COL_TO_DX9_ARGB(*src);
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pixels = (unsigned char*)dst_start;
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}
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#else
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const bool rgba_support = false;
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#endif
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// Upload texture to graphics system
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bd->FontTexture = nullptr;
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if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
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if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
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return false;
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D3DLOCKED_RECT tex_locked_rect;
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if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
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return false;
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for (int y = 0; y < height; y++)
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memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
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ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height);
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bd->FontTexture->UnlockRect(0);
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
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#ifndef IMGUI_USE_BGRA_PACKED_COLOR
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if (!rgba_support && io.Fonts->TexPixelsUseColors)
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ImGui::MemFree(pixels);
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#endif
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return true;
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}
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