750 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			750 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// dear imgui: Renderer Backend for DirectX11
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' 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: 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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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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//  2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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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: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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//  2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
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//  2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
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//  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.
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//  2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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//  2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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//  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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//  2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
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//  2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
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//  2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
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//  2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
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//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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//  2016-05-07: DirectX11: Disabling depth-write.
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// DISCLAIMER: modified with d3dcompiler patch (see https://github.com/ocornut/imgui/pull/638).
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#include "imgui.h"
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#include "imgui_impl_dx11.h"
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// DirectX
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#include <stdio.h>
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#include <d3d11.h>
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typedef HRESULT (__stdcall *D3DCompile_t)(LPCVOID, SIZE_T, LPCSTR, D3D_SHADER_MACRO*, ID3DInclude*, LPCSTR, LPCSTR, UINT, UINT, ID3DBlob**, ID3DBlob*);
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// DirectX11 data
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struct ImGui_ImplDX11_Data
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{
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    ID3D11Device*               pd3dDevice;
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    ID3D11DeviceContext*        pd3dDeviceContext;
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    IDXGIFactory*               pFactory;
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    ID3D11Buffer*               pVB;
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    ID3D11Buffer*               pIB;
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    ID3D11VertexShader*         pVertexShader;
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    ID3D11InputLayout*          pInputLayout;
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    ID3D11Buffer*               pVertexConstantBuffer;
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    ID3D11PixelShader*          pPixelShader;
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    ID3D11SamplerState*         pFontSampler;
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    ID3D11ShaderResourceView*   pFontTextureView;
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    ID3D11RasterizerState*      pRasterizerState;
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    ID3D11BlendState*           pBlendState;
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    ID3D11DepthStencilState*    pDepthStencilState;
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    int                         VertexBufferSize;
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    int                         IndexBufferSize;
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    ImGui_ImplDX11_Data()       { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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struct VERTEX_CONSTANT_BUFFER_DX11
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{
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    float   mvp[4][4];
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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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_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
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{
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    return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Forward Declarations
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static void ImGui_ImplDX11_InitPlatformInterface();
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static void ImGui_ImplDX11_ShutdownPlatformInterface();
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// Functions
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static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
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{
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    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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    // Setup viewport
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    D3D11_VIEWPORT vp;
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    memset(&vp, 0, sizeof(D3D11_VIEWPORT));
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    vp.Width = draw_data->DisplaySize.x;
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    vp.Height = draw_data->DisplaySize.y;
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    vp.MinDepth = 0.0f;
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    vp.MaxDepth = 1.0f;
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    vp.TopLeftX = vp.TopLeftY = 0;
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    ctx->RSSetViewports(1, &vp);
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    // Setup shader and vertex buffers
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    unsigned int stride = sizeof(ImDrawVert);
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    unsigned int offset = 0;
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    ctx->IASetInputLayout(bd->pInputLayout);
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    ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
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    ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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    ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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    ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
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    ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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    ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
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    ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
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    ctx->GSSetShader(nullptr, nullptr, 0);
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    ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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    ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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    ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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    // Setup blend state
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    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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    ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
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    ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
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    ctx->RSSetState(bd->pRasterizerState);
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}
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// Render function
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void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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{
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    // Avoid rendering when minimized
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    if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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        return;
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    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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    ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
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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 = nullptr; }
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        bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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        D3D11_BUFFER_DESC desc;
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        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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        desc.Usage = D3D11_USAGE_DYNAMIC;
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        desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
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        desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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        desc.MiscFlags = 0;
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        if (bd->pd3dDevice->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 = nullptr; }
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        bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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        D3D11_BUFFER_DESC desc;
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        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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        desc.Usage = D3D11_USAGE_DYNAMIC;
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        desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
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        desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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        if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
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            return;
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    }
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    // Upload vertex/index data into a single contiguous GPU buffer
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    D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
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    if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
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        return;
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    if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
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        return;
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    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
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    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
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    for (int n = 0; n < draw_data->CmdListsCount; n++)
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    {
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        const ImDrawList* cmd_list = draw_data->CmdLists[n];
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        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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        vtx_dst += cmd_list->VtxBuffer.Size;
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        idx_dst += cmd_list->IdxBuffer.Size;
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    }
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    ctx->Unmap(bd->pVB, 0);
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    ctx->Unmap(bd->pIB, 0);
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    // Setup orthographic projection matrix into our constant buffer
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    // 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.
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    {
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        D3D11_MAPPED_SUBRESOURCE mapped_resource;
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        if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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            return;
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        VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
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        float L = draw_data->DisplayPos.x;
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        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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        float T = draw_data->DisplayPos.y;
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        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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        float mvp[4][4] =
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        {
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            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
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            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
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            { 0.0f,         0.0f,           0.5f,       0.0f },
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            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
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        };
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        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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        ctx->Unmap(bd->pVertexConstantBuffer, 0);
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    }
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    // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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    struct BACKUP_DX11_STATE
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    {
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        UINT                        ScissorRectsCount, ViewportsCount;
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        D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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        D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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        ID3D11RasterizerState*      RS;
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        ID3D11BlendState*           BlendState;
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        FLOAT                       BlendFactor[4];
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        UINT                        SampleMask;
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        UINT                        StencilRef;
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        ID3D11DepthStencilState*    DepthStencilState;
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        ID3D11ShaderResourceView*   PSShaderResource;
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        ID3D11SamplerState*         PSSampler;
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        ID3D11PixelShader*          PS;
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        ID3D11VertexShader*         VS;
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        ID3D11GeometryShader*       GS;
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        UINT                        PSInstancesCount, VSInstancesCount, GSInstancesCount;
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        ID3D11ClassInstance         *PSInstances[256], *VSInstances[256], *GSInstances[256];   // 256 is max according to PSSetShader documentation
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        D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
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        ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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        UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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        DXGI_FORMAT                 IndexBufferFormat;
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        ID3D11InputLayout*          InputLayout;
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    };
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    BACKUP_DX11_STATE old = {};
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    old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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    ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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    ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
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    ctx->RSGetState(&old.RS);
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    ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
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    ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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    ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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    ctx->PSGetSamplers(0, 1, &old.PSSampler);
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    old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
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    ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
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    ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
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    ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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    ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
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    ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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    ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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    ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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    ctx->IAGetInputLayout(&old.InputLayout);
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    // Setup desired DX state
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    ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
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    // Render command lists
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    // (Because we merged all buffers into a single one, we maintain our own offset into them)
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    int global_idx_offset = 0;
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    int global_vtx_offset = 0;
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    ImVec2 clip_off = draw_data->DisplayPos;
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    for (int n = 0; n < draw_data->CmdListsCount; n++)
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    {
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        const ImDrawList* cmd_list = draw_data->CmdLists[n];
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        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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        {
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            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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            if (pcmd->UserCallback != nullptr)
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            {
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                // User callback, registered via ImDrawList::AddCallback()
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                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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                    ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
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                else
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                    pcmd->UserCallback(cmd_list, pcmd);
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            }
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            else
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            {
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                // Project scissor/clipping rectangles into framebuffer space
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                ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                    continue;
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                // Apply scissor/clipping rectangle
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                const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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                ctx->RSSetScissorRects(1, &r);
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                // Bind texture, Draw
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                ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
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                ctx->PSSetShaderResources(0, 1, &texture_srv);
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                ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
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            }
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        }
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        global_idx_offset += cmd_list->IdxBuffer.Size;
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        global_vtx_offset += cmd_list->VtxBuffer.Size;
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    }
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    // Restore modified DX state
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    ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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    ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
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    ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
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    ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
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    ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
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    ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
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    ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
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    ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
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    for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
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    ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
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    ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
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    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 = nullptr;
 | 
						|
        D3D11_SUBRESOURCE_DATA subResource;
 | 
						|
        subResource.pSysMem = pixels;
 | 
						|
        subResource.SysMemPitch = desc.Width * 4;
 | 
						|
        subResource.SysMemSlicePitch = 0;
 | 
						|
        bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
 | 
						|
 | 
						|
        if (pTexture != nullptr) {
 | 
						|
          // 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();
 | 
						|
        } else {
 | 
						|
          bd->pFontTextureView=NULL;
 | 
						|
          bd->pFontSampler=NULL;
 | 
						|
          return;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    // 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_CLAMP;
 | 
						|
        desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
 | 
						|
        desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
 | 
						|
        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();
 | 
						|
 | 
						|
    // See https://github.com/ocornut/imgui/pull/638 for sources and details.
 | 
						|
    // Detect which d3dcompiler_XX.dll is present in the system and grab a pointer to D3DCompile.
 | 
						|
    // Without this, you must link d3dcompiler.lib with the project.
 | 
						|
    D3DCompile_t D3DCompile = NULL;
 | 
						|
    {
 | 
						|
        char dllBuffer[20];
 | 
						|
        for (int i = 47; i > 30 && !D3DCompile; i--)
 | 
						|
        {
 | 
						|
            sprintf(dllBuffer, "d3dcompiler_%d.dll", i);
 | 
						|
            HMODULE hDll = LoadLibraryA(dllBuffer);
 | 
						|
            if (hDll)
 | 
						|
                D3DCompile = (D3DCompile_t)GetProcAddress(hDll, "D3DCompile");
 | 
						|
        }
 | 
						|
        if (!D3DCompile)
 | 
						|
            return false;
 | 
						|
    }
 | 
						|
 | 
						|
    // 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), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
 | 
						|
            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(), nullptr, &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_DX11);
 | 
						|
            desc.Usage = D3D11_USAGE_DYNAMIC;
 | 
						|
            desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
 | 
						|
            desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
 | 
						|
            desc.MiscFlags = 0;
 | 
						|
            bd->pd3dDevice->CreateBuffer(&desc, nullptr, &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), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
 | 
						|
            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(), nullptr, &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 = nullptr; }
 | 
						|
    if (bd->pFontTextureView)       { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
 | 
						|
    if (bd->pIB)                    { bd->pIB->Release(); bd->pIB = nullptr; }
 | 
						|
    if (bd->pVB)                    { bd->pVB->Release(); bd->pVB = nullptr; }
 | 
						|
    if (bd->pBlendState)            { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
 | 
						|
    if (bd->pDepthStencilState)     { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
 | 
						|
    if (bd->pRasterizerState)       { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
 | 
						|
    if (bd->pPixelShader)           { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
 | 
						|
    if (bd->pVertexConstantBuffer)  { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
 | 
						|
    if (bd->pInputLayout)           { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
 | 
						|
    if (bd->pVertexShader)          { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
 | 
						|
}
 | 
						|
 | 
						|
bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
 | 
						|
{
 | 
						|
    ImGuiIO& io = ImGui::GetIO();
 | 
						|
    IM_ASSERT(io.BackendRendererUserData == nullptr && "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 = nullptr;
 | 
						|
    IDXGIAdapter* pDXGIAdapter = nullptr;
 | 
						|
    IDXGIFactory* pFactory = nullptr;
 | 
						|
 | 
						|
    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 != nullptr && "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 = nullptr;
 | 
						|
    io.BackendRendererUserData = nullptr;
 | 
						|
    io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
 | 
						|
    IM_DELETE(bd);
 | 
						|
}
 | 
						|
 | 
						|
bool ImGui_ImplDX11_NewFrame()
 | 
						|
{
 | 
						|
    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
 | 
						|
    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
 | 
						|
 | 
						|
    if (!bd->pFontSampler)
 | 
						|
        ImGui_ImplDX11_CreateDeviceObjects();
 | 
						|
    
 | 
						|
    return bd->pFontSampler!=NULL;
 | 
						|
}
 | 
						|
 | 
						|
//--------------------------------------------------------------------------------------------------------
 | 
						|
// 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* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
 | 
						|
struct ImGui_ImplDX11_ViewportData
 | 
						|
{
 | 
						|
    IDXGISwapChain*                 SwapChain;
 | 
						|
    ID3D11RenderTargetView*         RTView;
 | 
						|
 | 
						|
    ImGui_ImplDX11_ViewportData()   { SwapChain = nullptr; RTView = nullptr; }
 | 
						|
    ~ImGui_ImplDX11_ViewportData()  { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
 | 
						|
};
 | 
						|
 | 
						|
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 backends will leave PlatformHandleRaw == 0, 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 == nullptr && vd->RTView == nullptr);
 | 
						|
    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, nullptr, &vd->RTView);
 | 
						|
        pBackBuffer->Release();
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
 | 
						|
{
 | 
						|
    // The main viewport (owned by the application) will always have RendererUserData == nullptr 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 = nullptr;
 | 
						|
        if (vd->RTView)
 | 
						|
            vd->RTView->Release();
 | 
						|
        vd->RTView = nullptr;
 | 
						|
        IM_DELETE(vd);
 | 
						|
    }
 | 
						|
    viewport->RendererUserData = nullptr;
 | 
						|
}
 | 
						|
 | 
						|
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 = nullptr;
 | 
						|
    }
 | 
						|
    if (vd->SwapChain)
 | 
						|
    {
 | 
						|
        ID3D11Texture2D* pBackBuffer = nullptr;
 | 
						|
        vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
 | 
						|
        vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
 | 
						|
        if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
 | 
						|
        bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &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, nullptr);
 | 
						|
    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();
 | 
						|
}
 |