Merge commit 'ae51a422787bc3b720ff1748c0219c8f33363427'
This commit is contained in:
129
deps/imgui/backends/imgui_impl_dx10.cpp
vendored
129
deps/imgui/backends/imgui_impl_dx10.cpp
vendored
@ -3,17 +3,21 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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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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// 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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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-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: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
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@ -31,6 +35,7 @@
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// 2016-05-07: DirectX10: Disabling depth-write.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_dx10.h"
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// DirectX
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@ -61,10 +66,10 @@ struct ImGui_ImplDX10_Data
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int VertexBufferSize;
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int IndexBufferSize;
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ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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struct VERTEX_CONSTANT_BUFFER
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struct VERTEX_CONSTANT_BUFFER_DX10
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{
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float mvp[4][4];
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};
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@ -73,7 +78,7 @@ struct VERTEX_CONSTANT_BUFFER
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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_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Forward Declarations
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@ -106,7 +111,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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ctx->PSSetShader(bd->pPixelShader);
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ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
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ctx->GSSetShader(NULL);
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ctx->GSSetShader(nullptr);
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// Setup render state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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@ -128,7 +133,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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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 = NULL; }
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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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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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@ -137,13 +142,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
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if (ctx->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 = NULL; }
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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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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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@ -151,13 +156,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
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if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
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return;
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}
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// Copy and convert all vertices into a single contiguous buffer
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ImDrawVert* vtx_dst = NULL;
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ImDrawIdx* idx_dst = NULL;
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ImDrawVert* vtx_dst = nullptr;
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ImDrawIdx* idx_dst = nullptr;
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bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
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bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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@ -177,7 +182,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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void* mapped_resource;
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if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
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VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
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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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@ -320,13 +325,13 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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ID3D10Texture2D* pTexture = NULL;
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ID3D10Texture2D* pTexture = nullptr;
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D3D10_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = pixels;
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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IM_ASSERT(pTexture != NULL);
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IM_ASSERT(pTexture != nullptr);
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// Create texture view
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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@ -343,6 +348,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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// Create texture sampler
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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{
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D3D10_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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@ -403,7 +409,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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}";
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ID3DBlob* vertexShaderBlob;
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if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
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if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
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{
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@ -414,9 +420,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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// Create the input layout
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D3D10_INPUT_ELEMENT_DESC local_layout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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};
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if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
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{
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@ -428,12 +434,12 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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// Create the constant buffer
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{
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D3D10_BUFFER_DESC desc;
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desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
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desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
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bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
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}
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}
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@ -456,7 +462,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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}";
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ID3DBlob* pixelShaderBlob;
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if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
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if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
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{
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@ -518,23 +524,24 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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if (!bd->pd3dDevice)
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return;
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
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if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
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if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
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if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
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if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
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if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
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if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
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if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
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if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
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if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
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if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
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if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
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if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
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if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
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}
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bool ImGui_ImplDX10_Init(ID3D10Device* device)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
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@ -544,9 +551,9 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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IDXGIAdapter* pDXGIAdapter = NULL;
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IDXGIFactory* pFactory = NULL;
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IDXGIDevice* pDXGIDevice = nullptr;
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IDXGIAdapter* pDXGIAdapter = nullptr;
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IDXGIFactory* pFactory = nullptr;
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if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
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if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
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if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
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@ -566,22 +573,23 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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void ImGui_ImplDX10_Shutdown()
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{
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX10_ShutdownPlatformInterface();
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ImGui_ImplDX10_InvalidateDeviceObjects();
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if (bd->pFactory) { bd->pFactory->Release(); }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
|
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io.BackendRendererName = nullptr;
|
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io.BackendRendererUserData = nullptr;
|
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
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IM_DELETE(bd);
|
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}
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void ImGui_ImplDX10_NewFrame()
|
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{
|
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?");
|
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
|
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if (!bd->pFontSampler)
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ImGui_ImplDX10_CreateDeviceObjects();
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@ -593,14 +601,14 @@ void ImGui_ImplDX10_NewFrame()
|
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
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struct ImGui_ImplDX10_ViewportData
|
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{
|
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IDXGISwapChain* SwapChain;
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ID3D10RenderTargetView* RTView;
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ImGui_ImplDX10_ViewportData() { SwapChain = NULL; RTView = NULL; }
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~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
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ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
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~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
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};
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||||
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static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
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@ -610,7 +618,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
|
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viewport->RendererUserData = vd;
|
||||
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||||
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
|
||||
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
|
||||
// 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);
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||||
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||||
@ -629,7 +637,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
|
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
sd.Flags = 0;
|
||||
|
||||
IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL);
|
||||
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
|
||||
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
|
||||
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||||
// Create the render target
|
||||
@ -637,25 +645,25 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
// The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
|
||||
// The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it.
|
||||
if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
|
||||
{
|
||||
if (vd->SwapChain)
|
||||
vd->SwapChain->Release();
|
||||
vd->SwapChain = NULL;
|
||||
vd->SwapChain = nullptr;
|
||||
if (vd->RTView)
|
||||
vd->RTView->Release();
|
||||
vd->RTView = NULL;
|
||||
vd->RTView = nullptr;
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->RendererUserData = NULL;
|
||||
viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
@ -665,15 +673,15 @@ static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
if (vd->RTView)
|
||||
{
|
||||
vd->RTView->Release();
|
||||
vd->RTView = NULL;
|
||||
vd->RTView = nullptr;
|
||||
}
|
||||
if (vd->SwapChain)
|
||||
{
|
||||
ID3D10Texture2D* pBackBuffer = NULL;
|
||||
ID3D10Texture2D* 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 == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
|
||||
if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
}
|
||||
@ -683,7 +691,7 @@ static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, NULL);
|
||||
bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr);
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
|
||||
ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
|
||||
@ -710,3 +718,6 @@ void ImGui_ImplDX10_ShutdownPlatformInterface()
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
Reference in New Issue
Block a user