652 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			652 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// dear imgui: Renderer Backend for DirectX9
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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 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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//  [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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//  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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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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// 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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// Learn about Dear ImGui:
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// - FAQ                  https://dearimgui.com/faq
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// - Getting Started      https://dearimgui.com/getting-started
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// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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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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//  2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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//  2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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//  2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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//  2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
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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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//  2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
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//  2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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//  2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
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//  2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
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//  2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
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//  2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
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//  2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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//  2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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//  2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
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//  2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
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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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//  2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
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//  2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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//  2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
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//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_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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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_dx9.h"
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// DirectX
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#include <d3d9.h>
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// Clang/GCC warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic ignored "-Wold-style-cast"         // warning: use of old-style cast                            // yes, they are more terse.
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#pragma clang diagnostic ignored "-Wsign-conversion"        // warning: implicit conversion changes signedness
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#endif
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// DirectX data
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struct ImGui_ImplDX9_Data
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{
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    LPDIRECT3DDEVICE9           pd3dDevice;
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    LPDIRECT3DVERTEXBUFFER9     pVB;
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    LPDIRECT3DINDEXBUFFER9      pIB;
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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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struct CUSTOMVERTEX
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{
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    float    pos[3];
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    D3DCOLOR col;
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    float    uv[2];
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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#ifdef IMGUI_USE_BGRA_PACKED_COLOR
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#define IMGUI_COL_TO_DX9_ARGB(_COL)     (_COL)
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#else
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#define IMGUI_COL_TO_DX9_ARGB(_COL)     (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
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#endif
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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_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
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{
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    return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Forward Declarations
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static void ImGui_ImplDX9_InitMultiViewportSupport();
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static void ImGui_ImplDX9_ShutdownMultiViewportSupport();
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static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
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static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
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// Functions
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static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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{
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    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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    // Setup viewport
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    D3DVIEWPORT9 vp;
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    vp.X = vp.Y = 0;
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    vp.Width = (DWORD)draw_data->DisplaySize.x;
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    vp.Height = (DWORD)draw_data->DisplaySize.y;
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    vp.MinZ = 0.0f;
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    vp.MaxZ = 1.0f;
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    LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
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    device->SetViewport(&vp);
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    // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
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    device->SetPixelShader(nullptr);
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    device->SetVertexShader(nullptr);
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    device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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    device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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    device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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    device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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    device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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    device->SetRenderState(D3DRS_ZENABLE, FALSE);
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    device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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    device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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    device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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    device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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    device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
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    device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
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    device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
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    device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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    device->SetRenderState(D3DRS_FOGENABLE, FALSE);
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    device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
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    device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
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    device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
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    device->SetRenderState(D3DRS_CLIPPING, TRUE);
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    device->SetRenderState(D3DRS_LIGHTING, FALSE);
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    device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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    device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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    device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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    device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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    device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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    device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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    device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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    device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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    device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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    device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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    device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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    device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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    // Setup orthographic projection matrix
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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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    // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
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    {
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        float L = draw_data->DisplayPos.x + 0.5f;
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        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
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        float T = draw_data->DisplayPos.y + 0.5f;
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        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
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        D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f,  0.0f, 1.0f, 0.0f, 0.0f,  0.0f, 0.0f, 1.0f, 0.0f,  0.0f, 0.0f, 0.0f, 1.0f } } };
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        D3DMATRIX mat_projection =
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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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            (L+R)/(L-R),  (T+B)/(B-T),  0.5f,  1.0f
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        } } };
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        device->SetTransform(D3DTS_WORLD, &mat_identity);
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        device->SetTransform(D3DTS_VIEW, &mat_identity);
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        device->SetTransform(D3DTS_PROJECTION, &mat_projection);
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    }
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}
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// Render function.
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void ImGui_ImplDX9_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_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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    LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
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    // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
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    // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
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    if (draw_data->Textures != nullptr)
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        for (ImTextureData* tex : *draw_data->Textures)
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            if (tex->Status != ImTextureStatus_OK)
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                ImGui_ImplDX9_UpdateTexture(tex);
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    // Create and grow 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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        if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 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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        if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(unsigned short), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
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            return;
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    }
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    // Backup the DX9 state
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    /*
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    IDirect3DStateBlock9* state_block = nullptr;
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    if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
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        return;
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    if (state_block->Capture() < 0)
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    {
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        state_block->Release();
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        return;
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    }*/
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    // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
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    /*
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    D3DMATRIX last_world, last_view, last_projection;
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    device->GetTransform(D3DTS_WORLD, &last_world);
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    device->GetTransform(D3DTS_VIEW, &last_view);
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    device->GetTransform(D3DTS_PROJECTION, &last_projection);
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    */
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    // Allocate buffers
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    CUSTOMVERTEX* vtx_dst;
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    unsigned short* idx_dst;
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    if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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    {
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        return;
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    }
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    if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(unsigned short)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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    {
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        bd->pVB->Unlock();
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        return;
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    }
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    // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
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    // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
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    //  1) to avoid repacking colors:   #define IMGUI_USE_BGRA_PACKED_COLOR
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    //  2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
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    for (const ImDrawList* draw_list : draw_data->CmdLists)
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    {
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        const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
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        for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
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        {
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            vtx_dst->pos[0] = vtx_src->pos.x;
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            vtx_dst->pos[1] = vtx_src->pos.y;
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            vtx_dst->pos[2] = 0.0f;
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            vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
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            vtx_dst->uv[0] = vtx_src->uv.x;
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            vtx_dst->uv[1] = vtx_src->uv.y;
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            vtx_dst++;
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            vtx_src++;
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        }
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        // tildearrow: this workaround allows Furnace to run on buggy VIA drivers
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        if (sizeof(ImDrawIdx) == sizeof(unsigned short)) {
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          memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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        } else {
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          // slower, but works on VIA
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          for (int i=0; i<draw_list->IdxBuffer.Size; i++) {
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            idx_dst[i]=draw_list->IdxBuffer.Data[i];
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          }
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        }
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        idx_dst += draw_list->IdxBuffer.Size;
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    }
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    bd->pVB->Unlock();
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    bd->pIB->Unlock();
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    device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
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    device->SetIndices(bd->pIB);
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    device->SetFVF(D3DFVF_CUSTOMVERTEX);
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    // Setup desired DX state
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    ImGui_ImplDX9_SetupRenderState(draw_data);
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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_vtx_offset = 0;
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    int global_idx_offset = 0;
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    ImVec2 clip_off = draw_data->DisplayPos;
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    for (const ImDrawList* draw_list : draw_data->CmdLists)
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    {
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        for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
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        {
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            const ImDrawCmd* pcmd = &draw_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_ImplDX9_SetupRenderState(draw_data);
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                else
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                    pcmd->UserCallback(draw_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 RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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                device->SetScissorRect(&r);
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                // Bind texture, Draw
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                const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
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                device->SetTexture(0, texture);
 | 
						|
                device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        global_idx_offset += draw_list->IdxBuffer.Size;
 | 
						|
        global_vtx_offset += draw_list->VtxBuffer.Size;
 | 
						|
    }
 | 
						|
 | 
						|
    // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
 | 
						|
    // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
 | 
						|
    if (global_vtx_offset == 0)
 | 
						|
        bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
 | 
						|
 | 
						|
    // Restore the DX9 transform
 | 
						|
    // don't. I like this transform.
 | 
						|
    /*
 | 
						|
    device->SetTransform(D3DTS_WORLD, &last_world);
 | 
						|
    device->SetTransform(D3DTS_VIEW, &last_view);
 | 
						|
    device->SetTransform(D3DTS_PROJECTION, &last_projection);
 | 
						|
    */
 | 
						|
 | 
						|
    // Restore the DX9 state
 | 
						|
    /*
 | 
						|
    state_block->Apply();
 | 
						|
    state_block->Release();
 | 
						|
    */
 | 
						|
}
 | 
						|
 | 
						|
static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
 | 
						|
{
 | 
						|
    LPDIRECT3D9 pd3d = nullptr;
 | 
						|
    if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
 | 
						|
        return false;
 | 
						|
    D3DDEVICE_CREATION_PARAMETERS param = {};
 | 
						|
    D3DDISPLAYMODE mode = {};
 | 
						|
    if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
 | 
						|
    {
 | 
						|
        pd3d->Release();
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
    // Font texture should support linear filter, color blend and write to render-target
 | 
						|
    bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
 | 
						|
    pd3d->Release();
 | 
						|
    return support;
 | 
						|
}
 | 
						|
 | 
						|
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
 | 
						|
{
 | 
						|
    ImGuiIO& io = ImGui::GetIO();
 | 
						|
    IMGUI_CHECKVERSION();
 | 
						|
    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
 | 
						|
 | 
						|
    // Setup backend capabilities flags
 | 
						|
    ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
 | 
						|
    io.BackendRendererUserData = (void*)bd;
 | 
						|
    io.BackendRendererName = "imgui_impl_dx9";
 | 
						|
    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 | 
						|
    io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures;   // We can honor ImGuiPlatformIO::Textures[] requests during render.
 | 
						|
    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
 | 
						|
 | 
						|
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 | 
						|
    platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
 | 
						|
 | 
						|
    bd->pd3dDevice = device;
 | 
						|
    bd->pd3dDevice->AddRef();
 | 
						|
    bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
 | 
						|
 | 
						|
    ImGui_ImplDX9_InitMultiViewportSupport();
 | 
						|
 | 
						|
    return true;
 | 
						|
}
 | 
						|
 | 
						|
void ImGui_ImplDX9_Shutdown()
 | 
						|
{
 | 
						|
    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
 | 
						|
    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
 | 
						|
    ImGuiIO& io = ImGui::GetIO();
 | 
						|
 | 
						|
    ImGui_ImplDX9_ShutdownMultiViewportSupport();
 | 
						|
    ImGui_ImplDX9_InvalidateDeviceObjects();
 | 
						|
    if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
 | 
						|
    io.BackendRendererName = nullptr;
 | 
						|
    io.BackendRendererUserData = nullptr;
 | 
						|
    io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
 | 
						|
    IM_DELETE(bd);
 | 
						|
}
 | 
						|
 | 
						|
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
 | 
						|
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
 | 
						|
{
 | 
						|
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
 | 
						|
    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
 | 
						|
    const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
 | 
						|
#else
 | 
						|
    const bool convert_rgba_to_bgra = false;
 | 
						|
    IM_UNUSED(tex_use_colors);
 | 
						|
#endif
 | 
						|
    for (int y = 0; y < h; y++)
 | 
						|
    {
 | 
						|
        const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
 | 
						|
        ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
 | 
						|
        if (convert_rgba_to_bgra)
 | 
						|
            for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
 | 
						|
                *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
 | 
						|
        else
 | 
						|
            memcpy(dst_p, src_p, w * 4); // Raw copy
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
 | 
						|
{
 | 
						|
    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
 | 
						|
 | 
						|
    if (tex->Status == ImTextureStatus_WantCreate)
 | 
						|
    {
 | 
						|
        // Create and upload new texture to graphics system
 | 
						|
        //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
 | 
						|
        IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
 | 
						|
        IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
 | 
						|
        LPDIRECT3DTEXTURE9 dx_tex = nullptr;
 | 
						|
        HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
 | 
						|
        if (hr < 0)
 | 
						|
        {
 | 
						|
            IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
 | 
						|
            return;
 | 
						|
        }
 | 
						|
 | 
						|
        D3DLOCKED_RECT locked_rect;
 | 
						|
        if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
 | 
						|
        {
 | 
						|
            ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height);
 | 
						|
            dx_tex->UnlockRect(0);
 | 
						|
        }
 | 
						|
 | 
						|
        // Store identifiers
 | 
						|
        tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
 | 
						|
        tex->SetStatus(ImTextureStatus_OK);
 | 
						|
    }
 | 
						|
    else if (tex->Status == ImTextureStatus_WantUpdates)
 | 
						|
    {
 | 
						|
        // Update selected blocks. We only ever write to textures regions which have never been used before!
 | 
						|
        // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
 | 
						|
        LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
 | 
						|
        RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) };
 | 
						|
        D3DLOCKED_RECT locked_rect;
 | 
						|
        if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
 | 
						|
            for (ImTextureRect& r : tex->Updates)
 | 
						|
                ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4,
 | 
						|
                    (ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h);
 | 
						|
        backend_tex->UnlockRect(0);
 | 
						|
        tex->SetStatus(ImTextureStatus_OK);
 | 
						|
    }
 | 
						|
    else if (tex->Status == ImTextureStatus_WantDestroy)
 | 
						|
    {
 | 
						|
        LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID;
 | 
						|
        if (backend_tex == nullptr)
 | 
						|
            return;
 | 
						|
        IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
 | 
						|
        backend_tex->Release();
 | 
						|
 | 
						|
        // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
 | 
						|
        tex->SetTexID(ImTextureID_Invalid);
 | 
						|
        tex->SetStatus(ImTextureStatus_Destroyed);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
bool ImGui_ImplDX9_CreateDeviceObjects()
 | 
						|
{
 | 
						|
    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
 | 
						|
    if (!bd || !bd->pd3dDevice)
 | 
						|
        return false;
 | 
						|
    ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
 | 
						|
    return true;
 | 
						|
}
 | 
						|
 | 
						|
void ImGui_ImplDX9_InvalidateDeviceObjects()
 | 
						|
{
 | 
						|
    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
 | 
						|
    if (!bd || !bd->pd3dDevice)
 | 
						|
        return;
 | 
						|
 | 
						|
    // Destroy all textures
 | 
						|
    for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
 | 
						|
        if (tex->RefCount == 1)
 | 
						|
        {
 | 
						|
            tex->SetStatus(ImTextureStatus_WantDestroy);
 | 
						|
            ImGui_ImplDX9_UpdateTexture(tex);
 | 
						|
        }
 | 
						|
    if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
 | 
						|
    if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
 | 
						|
    ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
 | 
						|
}
 | 
						|
 | 
						|
void ImGui_ImplDX9_NewFrame()
 | 
						|
{
 | 
						|
    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
 | 
						|
    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
 | 
						|
    IM_UNUSED(bd);
 | 
						|
}
 | 
						|
 | 
						|
//--------------------------------------------------------------------------------------------------------
 | 
						|
// 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_ImplDX9_ViewportData
 | 
						|
{
 | 
						|
    IDirect3DSwapChain9*    SwapChain;
 | 
						|
    D3DPRESENT_PARAMETERS   d3dpp;
 | 
						|
 | 
						|
    ImGui_ImplDX9_ViewportData()  { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
 | 
						|
    ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
 | 
						|
};
 | 
						|
 | 
						|
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
 | 
						|
{
 | 
						|
    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
 | 
						|
    ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
 | 
						|
    viewport->RendererUserData = vd;
 | 
						|
 | 
						|
    // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
 | 
						|
    // 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);
 | 
						|
 | 
						|
    ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
 | 
						|
    vd->d3dpp.Windowed = TRUE;
 | 
						|
    vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
 | 
						|
    vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
 | 
						|
    vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
 | 
						|
    vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
 | 
						|
    vd->d3dpp.hDeviceWindow = hwnd;
 | 
						|
    vd->d3dpp.EnableAutoDepthStencil = FALSE;
 | 
						|
    vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
 | 
						|
    vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;   // Present without vsync
 | 
						|
 | 
						|
    HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
 | 
						|
    IM_ASSERT(hr == D3D_OK);
 | 
						|
    IM_ASSERT(vd->SwapChain != nullptr);
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
 | 
						|
{
 | 
						|
    // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
 | 
						|
    if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
 | 
						|
    {
 | 
						|
        if (vd->SwapChain)
 | 
						|
            vd->SwapChain->Release();
 | 
						|
        vd->SwapChain = nullptr;
 | 
						|
        ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
 | 
						|
        IM_DELETE(vd);
 | 
						|
    }
 | 
						|
    viewport->RendererUserData = nullptr;
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
 | 
						|
{
 | 
						|
    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
 | 
						|
    ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
 | 
						|
    if (vd->SwapChain)
 | 
						|
    {
 | 
						|
        vd->SwapChain->Release();
 | 
						|
        vd->SwapChain = nullptr;
 | 
						|
        vd->d3dpp.BackBufferWidth = (UINT)size.x;
 | 
						|
        vd->d3dpp.BackBufferHeight = (UINT)size.y;
 | 
						|
        HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
 | 
						|
        IM_ASSERT(hr == D3D_OK);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
 | 
						|
{
 | 
						|
    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
 | 
						|
    ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
 | 
						|
    ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
 | 
						|
 | 
						|
    LPDIRECT3DSURFACE9 render_target = nullptr;
 | 
						|
    LPDIRECT3DSURFACE9 last_render_target = nullptr;
 | 
						|
    LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
 | 
						|
    vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
 | 
						|
    bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
 | 
						|
    bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
 | 
						|
    bd->pd3dDevice->SetRenderTarget(0, render_target);
 | 
						|
    bd->pd3dDevice->SetDepthStencilSurface(nullptr);
 | 
						|
 | 
						|
    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
 | 
						|
    {
 | 
						|
        D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
 | 
						|
        bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
 | 
						|
    }
 | 
						|
 | 
						|
    ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
 | 
						|
 | 
						|
    // Restore render target
 | 
						|
    bd->pd3dDevice->SetRenderTarget(0, last_render_target);
 | 
						|
    bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
 | 
						|
    render_target->Release();
 | 
						|
    last_render_target->Release();
 | 
						|
    if (last_depth_stencil) last_depth_stencil->Release();
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
 | 
						|
{
 | 
						|
    ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
 | 
						|
    HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
 | 
						|
    // Let main application handle D3DERR_DEVICELOST by resetting the device.
 | 
						|
    IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplDX9_InitMultiViewportSupport()
 | 
						|
{
 | 
						|
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 | 
						|
    platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
 | 
						|
    platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
 | 
						|
    platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
 | 
						|
    platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
 | 
						|
    platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
 | 
						|
{
 | 
						|
    ImGui::DestroyPlatformWindows();
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
 | 
						|
{
 | 
						|
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 | 
						|
    for (int i = 1; i < platform_io.Viewports.Size; i++)
 | 
						|
        if (!platform_io.Viewports[i]->RendererUserData)
 | 
						|
            ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
 | 
						|
{
 | 
						|
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 | 
						|
    for (int i = 1; i < platform_io.Viewports.Size; i++)
 | 
						|
        if (platform_io.Viewports[i]->RendererUserData)
 | 
						|
            ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
 | 
						|
}
 | 
						|
 | 
						|
//-----------------------------------------------------------------------------
 | 
						|
 | 
						|
#endif // #ifndef IMGUI_DISABLE
 |