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@ -26,7 +26,8 @@ static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D11BlendState* g_blendState = NULL;
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static ID3D11RasterizerState* g_pRasterizerState = NULL;
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static ID3D11BlendState* g_pBlendState = NULL;
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static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
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static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
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struct VERTEX_CONSTANT_BUFFER
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struct VERTEX_CONSTANT_BUFFER
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@ -100,7 +101,8 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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// Setup render state
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// Setup render state
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
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g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
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g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
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g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
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// Render command lists
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// Render command lists
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int vtx_offset = 0;
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int vtx_offset = 0;
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@ -339,19 +341,30 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
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g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
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}
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// Create the rasterizer state
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{
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D3D11_RASTERIZER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.FillMode = D3D11_FILL_SOLID;
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desc.CullMode = D3D11_CULL_NONE;
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desc.ScissorEnable = true;
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desc.DepthClipEnable = true;
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g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
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}
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}
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// Create the vertex buffer
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// Create the vertex buffer
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{
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{
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D3D11_BUFFER_DESC bufferDesc;
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D3D11_BUFFER_DESC desc;
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memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
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desc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
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bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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bufferDesc.MiscFlags = 0;
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desc.MiscFlags = 0;
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
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if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
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return false;
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return false;
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}
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}
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@ -369,7 +382,8 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
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if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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if (g_blendState) { g_blendState->Release(); g_blendState = NULL; }
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if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
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if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
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if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
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if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
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if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
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if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
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if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
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if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
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