Example: DirectX9: Backup and restore all state

docking
Trezanik 9 years ago
parent 9e6ed0991d
commit 790275eae2

@ -58,14 +58,10 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
return;
}
// Backup some DX9 state (not all!)
// FIXME: Backup/restore everything else
D3DRENDERSTATETYPE last_render_state_to_backup[] = { D3DRS_CULLMODE, D3DRS_LIGHTING, D3DRS_ZENABLE, D3DRS_ALPHABLENDENABLE, D3DRS_ALPHATESTENABLE, D3DRS_BLENDOP, D3DRS_SRCBLEND, D3DRS_DESTBLEND, D3DRS_SCISSORTESTENABLE };
DWORD last_render_state_values[ARRAYSIZE(last_render_state_to_backup)] = { 0 };
IDirect3DPixelShader9* last_ps; g_pd3dDevice->GetPixelShader( &last_ps );
IDirect3DVertexShader9* last_vs; g_pd3dDevice->GetVertexShader( &last_vs );
for (int n = 0; n < ARRAYSIZE(last_render_state_to_backup); n++)
g_pd3dDevice->GetRenderState(last_render_state_to_backup[n], &last_render_state_values[n]);
// Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = NULL;
if ( g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0 )
return;
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
@ -161,11 +157,9 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
vtx_offset += cmd_list->VtxBuffer.size();
}
// Restore some modified DX9 state (not all!)
g_pd3dDevice->SetPixelShader( last_ps );
g_pd3dDevice->SetVertexShader( last_vs );
for (int n = 0; n < ARRAYSIZE(last_render_state_to_backup); n++)
g_pd3dDevice->SetRenderState(last_render_state_to_backup[n], last_render_state_values[n]);
// Restore the DX9 state
d3d9_state_block->Apply();
d3d9_state_block->Release();
}
IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)

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