mirror of https://github.com/PCSX2/pcsx2.git
3rdparty/imgui: Update to 60bea05
This commit is contained in:
parent
9d9d22fcba
commit
a163c90f2b
|
@ -14,19 +14,7 @@ add_library(imgui
|
|||
|
||||
target_include_directories(imgui PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/imgui" "${CMAKE_CURRENT_SOURCE_DIR}/include")
|
||||
|
||||
if(USE_OPENGL)
|
||||
target_sources(imgui PRIVATE
|
||||
include/imgui_impl_opengl3.h
|
||||
src/imgui_impl_opengl3.cpp
|
||||
)
|
||||
target_link_libraries(imgui glad)
|
||||
endif()
|
||||
# Needed for macOS compile.
|
||||
set_property(TARGET imgui PROPERTY CXX_STANDARD 17)
|
||||
set_property(TARGET imgui PROPERTY CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
if(WIN32)
|
||||
target_sources(imgui PRIVATE
|
||||
include/imgui_impl_dx11.h
|
||||
include/imgui_impl_dx12.h
|
||||
src/imgui_impl_dx11.cpp
|
||||
src/imgui_impl_dx12.cpp
|
||||
)
|
||||
endif()
|
||||
|
|
|
@ -1 +1 @@
|
|||
Subproject commit 89a28209e89f69a5eda560d2ef9c13915c95616a
|
||||
Subproject commit 60bea052a92cbb4a93b221002fdf04f0da3698e1
|
|
@ -47,9 +47,6 @@
|
|||
<ClInclude Include="imgui\imstb_rectpack.h" />
|
||||
<ClInclude Include="imgui\imstb_textedit.h" />
|
||||
<ClInclude Include="imgui\imstb_truetype.h" />
|
||||
<ClInclude Include="include\imgui_impl_dx11.h" />
|
||||
<ClInclude Include="include\imgui_impl_dx12.h" />
|
||||
<ClInclude Include="include\imgui_impl_opengl3.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="imgui\imgui.cpp" />
|
||||
|
@ -57,9 +54,6 @@
|
|||
<ClCompile Include="imgui\imgui_draw.cpp" />
|
||||
<ClCompile Include="imgui\imgui_tables.cpp" />
|
||||
<ClCompile Include="imgui\imgui_widgets.cpp" />
|
||||
<ClCompile Include="src\imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="src\imgui_impl_dx12.cpp" />
|
||||
<ClCompile Include="src\imgui_impl_opengl3.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets" />
|
||||
|
|
|
@ -7,9 +7,6 @@
|
|||
<ClInclude Include="imgui\imstb_rectpack.h" />
|
||||
<ClInclude Include="imgui\imstb_textedit.h" />
|
||||
<ClInclude Include="imgui\imstb_truetype.h" />
|
||||
<ClInclude Include="include\imgui_impl_opengl3.h" />
|
||||
<ClInclude Include="include\imgui_impl_dx11.h" />
|
||||
<ClInclude Include="include\imgui_impl_dx12.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="imgui\imgui.cpp" />
|
||||
|
@ -17,8 +14,5 @@
|
|||
<ClCompile Include="imgui\imgui_draw.cpp" />
|
||||
<ClCompile Include="imgui\imgui_tables.cpp" />
|
||||
<ClCompile Include="imgui\imgui_widgets.cpp" />
|
||||
<ClCompile Include="src\imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="src\imgui_impl_opengl3.cpp" />
|
||||
<ClCompile Include="src\imgui_impl_dx12.cpp" />
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -1,24 +0,0 @@
|
|||
// dear imgui: Renderer for DirectX11
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#pragma once
|
||||
|
||||
struct ID3D11Device;
|
||||
struct ID3D11DeviceContext;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_CreateFontsTexture();
|
|
@ -1,39 +0,0 @@
|
|||
// dear imgui: Renderer Backend for DirectX12
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#include <dxgiformat.h> // DXGI_FORMAT
|
||||
|
||||
struct ID3D12Device;
|
||||
struct ID3D12DescriptorHeap;
|
||||
struct ID3D12GraphicsCommandList;
|
||||
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
||||
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||
|
||||
// cmd_list is the command list that the implementation will use to render imgui draw lists.
|
||||
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
||||
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
||||
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|
|
@ -1,36 +0,0 @@
|
|||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
#pragma once
|
||||
|
||||
// Backend API
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// (Optional) Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
|
@ -1,503 +0,0 @@
|
|||
// dear imgui: Renderer for DirectX11
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
|
||||
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
|
||||
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2016-05-07: DirectX11: Disabling depth-write.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_dx11.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
static ID3D11Device* g_pd3dDevice = NULL;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static ID3D11Buffer* g_pVB = NULL;
|
||||
static ID3D11Buffer* g_pIB = NULL;
|
||||
static ID3D10Blob* g_pVertexShaderBlob = NULL;
|
||||
static ID3D11VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D11InputLayout* g_pInputLayout = NULL;
|
||||
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
|
||||
static ID3D10Blob* g_pPixelShaderBlob = NULL;
|
||||
static ID3D11PixelShader* g_pPixelShader = NULL;
|
||||
static ID3D11SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
|
||||
static ID3D11RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D11BlendState* g_pBlendState = NULL;
|
||||
static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
return;
|
||||
}
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||
if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
ctx->Unmap(g_pVB, 0);
|
||||
ctx->Unmap(g_pIB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
ctx->Unmap(g_pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX11_STATE
|
||||
{
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D11RasterizerState* RS;
|
||||
ID3D11BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D11DepthStencilState* DepthStencilState;
|
||||
ID3D11ShaderResourceView* PSShaderResource;
|
||||
ID3D11SamplerState* PSSampler;
|
||||
ID3D11PixelShader* PS;
|
||||
ID3D11VertexShader* VS;
|
||||
UINT PSInstancesCount, VSInstancesCount;
|
||||
ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D11InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX11_STATE old;
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
ctx->RSGetState(&old.RS);
|
||||
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
old.PSInstancesCount = old.VSInstancesCount = 256;
|
||||
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(g_pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader, NULL, 0);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader, NULL, 0);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
|
||||
ctx->RSSetState(g_pRasterizerState);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
if (g_pFontTextureView)
|
||||
{
|
||||
g_pFontTextureView->Release();
|
||||
g_pFontTextureView = nullptr;
|
||||
}
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D *pTexture = NULL;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
|
||||
|
||||
// Create texture sampler
|
||||
if (!g_pFontSampler)
|
||||
{
|
||||
D3D11_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
}
|
||||
|
||||
io.Fonts->ClearTexData();
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
if (g_pFontSampler)
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
|
||||
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
|
||||
return false;
|
||||
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
return false;
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
sampler sampler0;\
|
||||
Texture2D texture0;\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
||||
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D11_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.RenderTarget[0].BlendEnable = true;
|
||||
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D11_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D11_FILL_SOLID;
|
||||
desc.CullMode = D3D11_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D11_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
|
||||
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
|
||||
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
|
||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
|
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
|
||||
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
|
||||
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
|
||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
g_pd3dDevice = device;
|
||||
g_pd3dDeviceContext = device_context;
|
||||
|
||||
return ImGui_ImplDX11_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
g_pd3dDevice = NULL;
|
||||
g_pd3dDeviceContext = NULL;
|
||||
}
|
|
@ -1,567 +0,0 @@
|
|||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
|
||||
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
|
||||
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
|
||||
// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
|
||||
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
|
||||
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
|
||||
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
|
||||
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
|
||||
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
|
||||
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
|
||||
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
|
||||
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
|
||||
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
|
||||
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
|
||||
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
|
||||
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
|
||||
|
||||
//----------------------------------------
|
||||
// OpenGL GLSL GLSL
|
||||
// version version string
|
||||
//----------------------------------------
|
||||
// 2.0 110 "#version 110"
|
||||
// 2.1 120 "#version 120"
|
||||
// 3.0 130 "#version 130"
|
||||
// 3.1 140 "#version 140"
|
||||
// 3.2 150 "#version 150"
|
||||
// 3.3 330 "#version 330 core"
|
||||
// 4.0 400 "#version 400 core"
|
||||
// 4.1 410 "#version 410 core"
|
||||
// 4.2 420 "#version 410 core"
|
||||
// 4.3 430 "#version 430 core"
|
||||
// ES 2.0 100 "#version 100" = WebGL 1.0
|
||||
// ES 3.0 300 "#version 300 es" = WebGL 2.0
|
||||
//----------------------------------------
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
|
||||
#include <stddef.h> // intptr_t
|
||||
#else
|
||||
#include <stdint.h> // intptr_t
|
||||
#endif
|
||||
#if defined(__APPLE__)
|
||||
#include "TargetConditionals.h"
|
||||
#endif
|
||||
|
||||
// GL includes
|
||||
#include <glad.h>
|
||||
|
||||
// OpenGL Data
|
||||
static char g_GlslVersionString[32] = "";
|
||||
static GLuint g_FontTexture = 0;
|
||||
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
|
||||
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
|
||||
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
|
||||
static bool g_IsGLES = false;
|
||||
static bool g_IsGLES2 = false;
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||
if (GLAD_GL_ES_VERSION_3_0)
|
||||
{
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 300 es";
|
||||
g_IsGLES = true;
|
||||
g_IsGLES2 = false;
|
||||
}
|
||||
else if (GLAD_GL_ES_VERSION_2_0)
|
||||
{
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 100";
|
||||
g_IsGLES = true;
|
||||
g_IsGLES2 = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 130";
|
||||
g_IsGLES = false;
|
||||
g_IsGLES2 = false;
|
||||
}
|
||||
|
||||
if (!g_IsGLES)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
|
||||
#ifndef _MSC_VER
|
||||
strcpy(g_GlslVersionString, glsl_version);
|
||||
strcat(g_GlslVersionString, "\n");
|
||||
#else
|
||||
strncpy_s(g_GlslVersionString, sizeof(g_GlslVersionString), glsl_version, _TRUNCATE);
|
||||
strncat_s(g_GlslVersionString, sizeof(g_GlslVersionString), "\n", _TRUNCATE);
|
||||
#endif
|
||||
return ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
if (!g_ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
|
||||
{
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
if (!g_IsGLES)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// 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.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
|
||||
};
|
||||
glUseProgram(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
|
||||
if (!g_IsGLES2)
|
||||
{
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxPos);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxColor);
|
||||
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
|
||||
(GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
|
||||
(GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert),
|
||||
(GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
}
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
int fb_width = (int)(draw_data->DisplaySize.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y);
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Upload vertex/index buffers
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect;
|
||||
clip_rect.x = pcmd->ClipRect.x - clip_off.x;
|
||||
clip_rect.y = pcmd->ClipRect.y - clip_off.y;
|
||||
clip_rect.z = pcmd->ClipRect.z - clip_off.x;
|
||||
clip_rect.w = pcmd->ClipRect.w - clip_off.y;
|
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
|
||||
if (!g_IsGLES)
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
else
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!g_IsGLES2)
|
||||
{
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDisableVertexAttribArray(g_AttribLocationVtxPos);
|
||||
glDisableVertexAttribArray(g_AttribLocationVtxUV);
|
||||
glDisableVertexAttribArray(g_AttribLocationVtxColor);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
#ifdef GL_UNPACK_ROW_LENGTH
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
#endif
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
io.Fonts->ClearTexData();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
||||
{
|
||||
if (g_FontTexture)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
io.Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
|
||||
static bool CheckShader(GLuint handle, const char* desc)
|
||||
{
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
|
||||
static bool CheckProgram(GLuint handle, const char* desc)
|
||||
{
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
||||
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
// Backup GL state
|
||||
GLint last_texture, last_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#endif
|
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130;
|
||||
#ifndef _MSC_VER
|
||||
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
|
||||
#else
|
||||
sscanf_s(g_GlslVersionString, "#version %d", &glsl_version);
|
||||
#endif
|
||||
|
||||
const GLchar* vertex_shader_glsl_120 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"attribute vec2 Position;\n"
|
||||
"attribute vec2 UV;\n"
|
||||
"attribute vec4 Color;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_130 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_410_core =
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_120 =
|
||||
"#ifdef GL_ES\n"
|
||||
" precision mediump float;\n"
|
||||
"#endif\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_130 =
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_410_core =
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
// Select shaders matching our GLSL versions
|
||||
const GLchar* vertex_shader = NULL;
|
||||
const GLchar* fragment_shader = NULL;
|
||||
if (glsl_version < 130)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_120;
|
||||
fragment_shader = fragment_shader_glsl_120;
|
||||
}
|
||||
else if (glsl_version >= 410)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_410_core;
|
||||
fragment_shader = fragment_shader_glsl_410_core;
|
||||
}
|
||||
else if (glsl_version == 300)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_300_es;
|
||||
fragment_shader = fragment_shader_glsl_300_es;
|
||||
}
|
||||
else
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_130;
|
||||
fragment_shader = fragment_shader_glsl_130;
|
||||
}
|
||||
|
||||
// Create shaders
|
||||
const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
|
||||
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
|
||||
glCompileShader(g_VertHandle);
|
||||
CheckShader(g_VertHandle, "vertex shader");
|
||||
|
||||
const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
|
||||
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
|
||||
glCompileShader(g_FragHandle);
|
||||
CheckShader(g_FragHandle, "fragment shader");
|
||||
|
||||
g_ShaderHandle = glCreateProgram();
|
||||
glAttachShader(g_ShaderHandle, g_VertHandle);
|
||||
glAttachShader(g_ShaderHandle, g_FragHandle);
|
||||
glLinkProgram(g_ShaderHandle);
|
||||
CheckProgram(g_ShaderHandle, "shader program");
|
||||
|
||||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
// Create buffers
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
glGenBuffers(1, &g_ElementsHandle);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(ImDrawVert), nullptr, GL_STREAM_DRAW);
|
||||
|
||||
|
||||
if (!g_IsGLES2)
|
||||
{
|
||||
glGenVertexArrays(1, &g_VaoHandle);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxPos);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxColor);
|
||||
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
|
||||
(GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
|
||||
(GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert),
|
||||
(GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
}
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
if (!g_IsGLES2)
|
||||
glBindVertexArray(last_vertex_array);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
if (g_VaoHandle) { glDeleteVertexArrays(1, &g_VaoHandle); g_VaoHandle = 0; }
|
||||
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
|
||||
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
|
||||
if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
|
||||
if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
|
||||
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
|
||||
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
|
||||
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
|
@ -1004,9 +1004,11 @@ set(pcsx2FrontendHeaders
|
|||
if(USE_OPENGL)
|
||||
list(APPEND pcsx2FrontendSources
|
||||
Frontend/OpenGLHostDisplay.cpp
|
||||
Frontend/imgui_impl_opengl3.cpp
|
||||
)
|
||||
list(APPEND pcsx2FrontendHeaders
|
||||
Frontend/OpenGLHostDisplay.h
|
||||
Frontend/imgui_impl_opengl3.h
|
||||
)
|
||||
endif()
|
||||
|
||||
|
@ -1025,10 +1027,14 @@ if(WIN32)
|
|||
list(APPEND pcsx2FrontendSources
|
||||
Frontend/D3D11HostDisplay.cpp
|
||||
Frontend/D3D12HostDisplay.cpp
|
||||
Frontend/imgui_impl_dx11.cpp
|
||||
Frontend/imgui_impl_dx12.cpp
|
||||
)
|
||||
list(APPEND pcsx2FrontendHeaders
|
||||
Frontend/D3D11HostDisplay.h
|
||||
Frontend/D3D12HostDisplay.h
|
||||
Frontend/imgui_impl_dx11.h
|
||||
Frontend/imgui_impl_dx12.h
|
||||
)
|
||||
elseif(APPLE)
|
||||
list(APPEND pcsx2GSSources
|
||||
|
|
|
@ -23,7 +23,7 @@
|
|||
#include "common/StringUtil.h"
|
||||
|
||||
#include "imgui.h"
|
||||
#include "backends/imgui_impl_dx12.h"
|
||||
#include "imgui_impl_dx12.h"
|
||||
#include <array>
|
||||
#include <dxgi1_5.h>
|
||||
|
||||
|
@ -584,24 +584,9 @@ bool D3D12HostDisplay::CreateImGuiContext()
|
|||
ImGui::GetIO().DisplaySize.x = static_cast<float>(m_window_info.surface_width);
|
||||
ImGui::GetIO().DisplaySize.y = static_cast<float>(m_window_info.surface_height);
|
||||
|
||||
if (!m_imgui_descriptor_heap.Create(g_d3d12_context->GetDevice(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1, true))
|
||||
if (!ImGui_ImplDX12_Init(DXGI_FORMAT_R8G8B8A8_UNORM))
|
||||
return false;
|
||||
|
||||
if (!m_imgui_descriptor_heap.Allocate(&m_imgui_descriptor_handle))
|
||||
{
|
||||
m_imgui_descriptor_heap.Destroy();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!ImGui_ImplDX12_Init(g_d3d12_context->GetDevice(), D3D12::Context::NUM_COMMAND_LISTS,
|
||||
DXGI_FORMAT_R8G8B8A8_UNORM, m_imgui_descriptor_heap.GetDescriptorHeap(),
|
||||
m_imgui_descriptor_handle, m_imgui_descriptor_handle))
|
||||
{
|
||||
m_imgui_descriptor_heap.Free(m_imgui_descriptor_handle);
|
||||
m_imgui_descriptor_heap.Destroy();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -610,15 +595,11 @@ void D3D12HostDisplay::DestroyImGuiContext()
|
|||
g_d3d12_context->WaitForGPUIdle();
|
||||
|
||||
ImGui_ImplDX12_Shutdown();
|
||||
|
||||
m_imgui_descriptor_heap.Free(&m_imgui_descriptor_handle);
|
||||
m_imgui_descriptor_heap.Destroy();
|
||||
}
|
||||
|
||||
bool D3D12HostDisplay::UpdateImGuiFontTexture()
|
||||
{
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
return ImGui_ImplDX12_CreateDeviceObjects();
|
||||
return ImGui_ImplDX12_CreateFontsTexture();
|
||||
}
|
||||
|
||||
bool D3D12HostDisplay::BeginPresent(bool frame_skip)
|
||||
|
@ -646,17 +627,13 @@ bool D3D12HostDisplay::BeginPresent(bool frame_skip)
|
|||
|
||||
void D3D12HostDisplay::EndPresent()
|
||||
{
|
||||
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
|
||||
ID3D12DescriptorHeap* heaps[] = {m_imgui_descriptor_heap.GetDescriptorHeap()};
|
||||
cmdlist->SetDescriptorHeaps(std::size(heaps), heaps);
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), cmdlist);
|
||||
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
D3D12::Texture& swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer];
|
||||
m_current_swap_chain_buffer = ((m_current_swap_chain_buffer + 1) % static_cast<u32>(m_swap_chain_buffers.size()));
|
||||
|
||||
swap_chain_buf.TransitionToState(cmdlist, D3D12_RESOURCE_STATE_PRESENT);
|
||||
swap_chain_buf.TransitionToState(g_d3d12_context->GetCommandList(), D3D12_RESOURCE_STATE_PRESENT);
|
||||
g_d3d12_context->ExecuteCommandList(false);
|
||||
|
||||
const UINT vsync_rate = static_cast<UINT>(m_vsync_mode != VsyncMode::Off);
|
||||
|
|
|
@ -96,9 +96,6 @@ protected:
|
|||
std::vector<D3D12::Texture> m_swap_chain_buffers;
|
||||
u32 m_current_swap_chain_buffer = 0;
|
||||
|
||||
D3D12::DescriptorHeapManager m_imgui_descriptor_heap;
|
||||
D3D12::DescriptorHandle m_imgui_descriptor_handle;
|
||||
|
||||
bool m_allow_tearing_supported = false;
|
||||
bool m_using_allow_tearing = false;
|
||||
bool m_vsync = true;
|
||||
|
|
|
@ -85,10 +85,16 @@ std::unique_ptr<HostDisplayTexture> OpenGLHostDisplay::CreateTexture(u32 width,
|
|||
glGenTextures(1, &id);
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
|
||||
if ((GLAD_GL_ARB_texture_storage || GLAD_GL_ES_VERSION_3_0) && !data)
|
||||
if (GLAD_GL_ARB_texture_storage || GLAD_GL_ES_VERSION_3_0)
|
||||
{
|
||||
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
}
|
||||
|
||||
GLenum error = glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
|
@ -339,7 +345,6 @@ void OpenGLHostDisplay::DestroyImGuiContext()
|
|||
|
||||
bool OpenGLHostDisplay::UpdateImGuiFontTexture()
|
||||
{
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
return ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
}
|
||||
|
||||
|
|
|
@ -275,18 +275,7 @@ bool VulkanHostDisplay::HasRenderSurface() const { return static_cast<bool>(m_sw
|
|||
|
||||
bool VulkanHostDisplay::CreateImGuiContext()
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo vii = {};
|
||||
vii.Instance = g_vulkan_context->GetVulkanInstance();
|
||||
vii.PhysicalDevice = g_vulkan_context->GetPhysicalDevice();
|
||||
vii.Device = g_vulkan_context->GetDevice();
|
||||
vii.QueueFamily = g_vulkan_context->GetGraphicsQueueFamilyIndex();
|
||||
vii.Queue = g_vulkan_context->GetGraphicsQueue();
|
||||
vii.PipelineCache = g_vulkan_shader_cache->GetPipelineCache();
|
||||
vii.MinImageCount = m_swap_chain->GetImageCount();
|
||||
vii.ImageCount = m_swap_chain->GetImageCount();
|
||||
vii.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
|
||||
return ImGui_ImplVulkan_Init(&vii, m_swap_chain->GetClearRenderPass());
|
||||
return ImGui_ImplVulkan_Init(m_swap_chain->GetClearRenderPass());
|
||||
}
|
||||
|
||||
void VulkanHostDisplay::DestroyImGuiContext()
|
||||
|
@ -297,10 +286,7 @@ void VulkanHostDisplay::DestroyImGuiContext()
|
|||
|
||||
bool VulkanHostDisplay::UpdateImGuiFontTexture()
|
||||
{
|
||||
// Just in case we were drawing something.
|
||||
g_vulkan_context->ExecuteCommandBuffer(true);
|
||||
ImGui_ImplVulkan_DestroyFontObjects();
|
||||
return ImGui_ImplVulkan_CreateFontsTexture(g_vulkan_context->GetCurrentCommandBuffer());
|
||||
return ImGui_ImplVulkan_CreateFontsTexture();
|
||||
}
|
||||
|
||||
void VulkanHostDisplay::DestroyRenderDevice()
|
||||
|
@ -387,7 +373,7 @@ bool VulkanHostDisplay::BeginPresent(bool frame_skip)
|
|||
void VulkanHostDisplay::EndPresent()
|
||||
{
|
||||
ImGui::Render();
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), g_vulkan_context->GetCurrentCommandBuffer());
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
VkCommandBuffer cmdbuffer = g_vulkan_context->GetCurrentCommandBuffer();
|
||||
vkCmdEndRenderPass(g_vulkan_context->GetCurrentCommandBuffer());
|
||||
|
|
|
@ -0,0 +1,531 @@
|
|||
// dear imgui: Renderer Backend for DirectX11
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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).
|
||||
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
|
||||
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
|
||||
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
|
||||
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
|
||||
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
|
||||
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2016-05-07: DirectX11: Disabling depth-write.
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_dx11.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// DirectX11 data
|
||||
struct ImGui_ImplDX11_Data
|
||||
{
|
||||
ID3D11Device* pd3dDevice;
|
||||
ID3D11DeviceContext* pd3dDeviceContext;
|
||||
IDXGIFactory* pFactory;
|
||||
ID3D11Buffer* pVB;
|
||||
ID3D11Buffer* pIB;
|
||||
ID3D11VertexShader* pVertexShader;
|
||||
ID3D11InputLayout* pInputLayout;
|
||||
ID3D11Buffer* pVertexConstantBuffer;
|
||||
ID3D11PixelShader* pPixelShader;
|
||||
ID3D11SamplerState* pFontSampler;
|
||||
ID3D11ShaderResourceView* pFontTextureView;
|
||||
ID3D11RasterizerState* pRasterizerState;
|
||||
ID3D11BlendState* pBlendState;
|
||||
ID3D11DepthStencilState* pDepthStencilState;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Setup shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(bd->pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(bd->pVertexShader, NULL, 0);
|
||||
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
ctx->PSSetShader(bd->pPixelShader, NULL, 0);
|
||||
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
|
||||
ctx->GSSetShader(NULL, NULL, 0);
|
||||
ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
|
||||
// Setup blend state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
ctx->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
|
||||
return;
|
||||
}
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||
if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
ctx->Unmap(bd->pVB, 0);
|
||||
ctx->Unmap(bd->pIB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// 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.
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
ctx->Unmap(bd->pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_idx_offset = 0;
|
||||
int global_vtx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
if (bd->pFontTextureView)
|
||||
bd->pFontTextureView->Release();
|
||||
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D* pTexture = NULL;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
IM_ASSERT(pTexture != NULL);
|
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
|
||||
// Create texture sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
if (!bd->pFontSampler)
|
||||
{
|
||||
D3D11_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return false;
|
||||
if (bd->pFontSampler)
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
ID3DBlob* vertexShaderBlob;
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
vertexShaderBlob->Release();
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
sampler sampler0;\
|
||||
Texture2D texture0;\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
ID3DBlob* pixelShaderBlob;
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK)
|
||||
{
|
||||
pixelShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
pixelShaderBlob->Release();
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D11_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.RenderTarget[0].BlendEnable = true;
|
||||
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D11_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D11_FILL_SOLID;
|
||||
desc.CullMode = D3D11_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D11_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
IDXGIAdapter* pDXGIAdapter = NULL;
|
||||
IDXGIFactory* pFactory = NULL;
|
||||
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
{
|
||||
bd->pd3dDevice = device;
|
||||
bd->pd3dDeviceContext = device_context;
|
||||
bd->pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
bd->pd3dDevice->AddRef();
|
||||
bd->pd3dDeviceContext->AddRef();
|
||||
|
||||
return ImGui_ImplDX11_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
|
||||
if (bd == NULL)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
IM_DELETE(bd);
|
||||
}
|
|
@ -0,0 +1,17 @@
|
|||
// dear imgui: Renderer Backend for DirectX11
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
struct ID3D11Device;
|
||||
struct ID3D11DeviceContext;
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||
void ImGui_ImplDX11_Shutdown();
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
void ImGui_ImplDX11_CreateFontsTexture();
|
|
@ -37,6 +37,14 @@
|
|||
// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
|
||||
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
|
||||
#include "common/Assertions.h"
|
||||
#include "common/D3D12/Context.h"
|
||||
#include "common/D3D12/Texture.h"
|
||||
#include "common/D3D12/StreamBuffer.h"
|
||||
#include "common/RedtapeWindows.h"
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_dx12.h"
|
||||
|
||||
|
@ -48,30 +56,18 @@
|
|||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
struct ImGui_ImplDX12_RenderBuffers
|
||||
{
|
||||
ID3D12Resource* IndexBuffer;
|
||||
ID3D12Resource* VertexBuffer;
|
||||
int IndexBufferSize;
|
||||
int VertexBufferSize;
|
||||
};
|
||||
// If we're doing more than this... wtf?
|
||||
static constexpr u32 VERTEX_BUFFER_SIZE = 8 * 1024 * 1024;
|
||||
static constexpr u32 INDEX_BUFFER_SIZE = 4 * 1024 * 1024;
|
||||
|
||||
struct ImGui_ImplDX12_Data
|
||||
{
|
||||
ID3D12Device* pd3dDevice;
|
||||
ID3D12RootSignature* pRootSignature;
|
||||
ID3D12PipelineState* pPipelineState;
|
||||
DXGI_FORMAT RTVFormat;
|
||||
ID3D12Resource* pFontTextureResource;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
|
||||
|
||||
ImGui_ImplDX12_RenderBuffers* pFrameResources;
|
||||
UINT numFramesInFlight;
|
||||
UINT frameIndex;
|
||||
|
||||
ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
|
||||
D3D12::StreamBuffer VertexStreamBuffer;
|
||||
D3D12::StreamBuffer IndexStreamBuffer;
|
||||
D3D12::Texture FontTexture;
|
||||
ID3D12RootSignature* pRootSignature = nullptr;
|
||||
ID3D12PipelineState* pPipelineState = nullptr;
|
||||
DXGI_FORMAT RTVFormat = DXGI_FORMAT_UNKNOWN;
|
||||
};
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
|
@ -87,7 +83,7 @@ static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
|
|||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
|
||||
|
@ -124,14 +120,14 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
|
|||
unsigned int offset = 0;
|
||||
D3D12_VERTEX_BUFFER_VIEW vbv;
|
||||
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
|
||||
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
|
||||
vbv.SizeInBytes = fr->VertexBufferSize * stride;
|
||||
vbv.BufferLocation = bd->VertexStreamBuffer.GetCurrentGPUPointer();
|
||||
vbv.SizeInBytes = bd->VertexStreamBuffer.GetCurrentSpace();
|
||||
vbv.StrideInBytes = stride;
|
||||
ctx->IASetVertexBuffers(0, 1, &vbv);
|
||||
D3D12_INDEX_BUFFER_VIEW ibv;
|
||||
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
|
||||
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
|
||||
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
ibv.BufferLocation = bd->IndexStreamBuffer.GetCurrentGPUPointer();
|
||||
ibv.SizeInBytes = bd->IndexStreamBuffer.GetCurrentSpace();
|
||||
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
||||
ctx->IASetIndexBuffer(&ibv);
|
||||
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
@ -153,7 +149,7 @@ static inline void SafeRelease(T*& res)
|
|||
}
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
|
||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
|
@ -162,67 +158,24 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
|||
// FIXME: I'm assuming that this only gets called once per frame!
|
||||
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
bd->frameIndex = bd->frameIndex + 1;
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
const u32 needed_vb = draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||
const u32 needed_ib = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
|
||||
if (!bd->VertexStreamBuffer.ReserveMemory(needed_vb, sizeof(ImDrawVert)) ||
|
||||
!bd->IndexStreamBuffer.ReserveMemory(needed_ib, sizeof(ImDrawIdx)))
|
||||
{
|
||||
SafeRelease(fr->VertexBuffer);
|
||||
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
|
||||
return;
|
||||
}
|
||||
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
SafeRelease(fr->IndexBuffer);
|
||||
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
|
||||
return;
|
||||
g_d3d12_context->ExecuteCommandList(false);
|
||||
if (!bd->VertexStreamBuffer.ReserveMemory(needed_vb, sizeof(ImDrawVert)) ||
|
||||
!bd->IndexStreamBuffer.ReserveMemory(needed_ib, sizeof(ImDrawIdx)))
|
||||
{
|
||||
pxFailRel("Failed to allocate space for imgui vertices/indices");
|
||||
}
|
||||
}
|
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
void* vtx_resource, *idx_resource;
|
||||
D3D12_RANGE range;
|
||||
memset(&range, 0, sizeof(D3D12_RANGE));
|
||||
if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)bd->VertexStreamBuffer.GetCurrentHostPointer();
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)bd->IndexStreamBuffer.GetCurrentHostPointer();
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
@ -231,17 +184,19 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
|||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
fr->VertexBuffer->Unmap(0, &range);
|
||||
fr->IndexBuffer->Unmap(0, &range);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
|
||||
// Setup desired DX state (must happen before commit, because it uses the offsets)
|
||||
ID3D12GraphicsCommandList* ctx = g_d3d12_context->GetCommandList();
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx);
|
||||
bd->VertexStreamBuffer.CommitMemory(needed_vb);
|
||||
bd->IndexStreamBuffer.CommitMemory(needed_ib);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
const D3D12::Texture* last_texture = nullptr;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
@ -253,7 +208,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
|||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
|
@ -267,9 +222,26 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
|||
|
||||
// Apply Scissor/clipping rectangle, Bind texture, Draw
|
||||
const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
|
||||
texture_handle.ptr = (UINT64)pcmd->GetTexID();
|
||||
ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
|
||||
|
||||
const D3D12::Texture* tex = (D3D12::Texture*)pcmd->GetTexID();
|
||||
if (tex && last_texture != tex)
|
||||
{
|
||||
D3D12::DescriptorHandle handle;
|
||||
if (!g_d3d12_context->GetDescriptorAllocator().Allocate(1, &handle))
|
||||
{
|
||||
// ugh.
|
||||
g_d3d12_context->ExecuteCommandList(false);
|
||||
ctx = g_d3d12_context->GetCommandList();
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx);
|
||||
if (!g_d3d12_context->GetDescriptorAllocator().Allocate(1, &handle))
|
||||
pxFailRel("Failed to allocate descriptor after cmdlist kick");
|
||||
}
|
||||
|
||||
g_d3d12_context->GetDevice()->CopyDescriptorsSimple(1, handle, tex->GetSRVDescriptor(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
ctx->SetGraphicsRootDescriptorTable(1, handle);
|
||||
last_texture = tex;
|
||||
}
|
||||
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
|
@ -279,7 +251,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
|||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
bool ImGui_ImplDX12_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
@ -289,160 +261,28 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
|||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
if (bd->FontTexture.GetWidth() != width || bd->FontTexture.GetHeight() != height)
|
||||
{
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_DEFAULT;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
desc.Alignment = 0;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
|
||||
ID3D12Resource* pTexture = NULL;
|
||||
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
|
||||
|
||||
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
|
||||
UINT uploadSize = height * uploadPitch;
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Alignment = 0;
|
||||
desc.Width = uploadSize;
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
ID3D12Resource* uploadBuffer = NULL;
|
||||
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
void* mapped = NULL;
|
||||
D3D12_RANGE range = { 0, uploadSize };
|
||||
hr = uploadBuffer->Map(0, &range, &mapped);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
|
||||
uploadBuffer->Unmap(0, &range);
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
|
||||
srcLocation.pResource = uploadBuffer;
|
||||
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
||||
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srcLocation.PlacedFootprint.Footprint.Width = width;
|
||||
srcLocation.PlacedFootprint.Footprint.Height = height;
|
||||
srcLocation.PlacedFootprint.Footprint.Depth = 1;
|
||||
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
|
||||
dstLocation.pResource = pTexture;
|
||||
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
||||
dstLocation.SubresourceIndex = 0;
|
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = pTexture;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
|
||||
ID3D12Fence* fence = NULL;
|
||||
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
HANDLE event = CreateEvent(0, 0, 0, 0);
|
||||
IM_ASSERT(event != NULL);
|
||||
|
||||
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
||||
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
queueDesc.NodeMask = 1;
|
||||
|
||||
ID3D12CommandQueue* cmdQueue = NULL;
|
||||
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12CommandAllocator* cmdAlloc = NULL;
|
||||
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12GraphicsCommandList* cmdList = NULL;
|
||||
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
|
||||
cmdList->ResourceBarrier(1, &barrier);
|
||||
|
||||
hr = cmdList->Close();
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
|
||||
hr = cmdQueue->Signal(fence, 1);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
fence->SetEventOnCompletion(1, event);
|
||||
WaitForSingleObject(event, INFINITE);
|
||||
|
||||
cmdList->Release();
|
||||
cmdAlloc->Release();
|
||||
cmdQueue->Release();
|
||||
CloseHandle(event);
|
||||
fence->Release();
|
||||
uploadBuffer->Release();
|
||||
|
||||
// Create texture view
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
|
||||
SafeRelease(bd->pFontTextureResource);
|
||||
bd->pFontTextureResource = pTexture;
|
||||
if (!bd->FontTexture.Create(width, height, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
|
||||
D3D12_RESOURCE_FLAG_NONE))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
// READ THIS IF THE STATIC_ASSERT() TRIGGERS:
|
||||
// - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
|
||||
// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
|
||||
// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
|
||||
// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
|
||||
if (!bd->FontTexture.LoadData(0, 0, 0, width, height, pixels, width * sizeof(u32)))
|
||||
return false;
|
||||
|
||||
io.Fonts->SetTexID((ImTextureID)&bd->FontTexture);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return false;
|
||||
if (bd->pPipelineState)
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
ImGui_ImplDX12_DestroyDeviceObjects();
|
||||
|
||||
// Create the root signature
|
||||
{
|
||||
|
@ -466,11 +306,12 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||
param[1].DescriptorTable.pDescriptorRanges = &descRange;
|
||||
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
||||
|
||||
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
||||
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
|
||||
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
|
||||
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
|
||||
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
|
||||
staticSampler.MipLODBias = 0.f;
|
||||
staticSampler.MaxAnisotropy = 0;
|
||||
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
||||
|
@ -492,22 +333,11 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
|
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
|
||||
|
||||
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
|
||||
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
|
||||
HMODULE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
|
||||
if (d3d12_dll == NULL)
|
||||
return false;
|
||||
auto blob = g_d3d12_context->SerializeRootSignature(&desc);
|
||||
if (!blob)
|
||||
return false;
|
||||
|
||||
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
|
||||
if (D3D12SerializeRootSignatureFn == NULL)
|
||||
return false;
|
||||
|
||||
ID3DBlob* blob = NULL;
|
||||
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
|
||||
return false;
|
||||
|
||||
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
|
||||
blob->Release();
|
||||
g_d3d12_context->GetDevice()->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
|
||||
}
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
|
@ -642,39 +472,31 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||
desc.BackFace = desc.FrontFace;
|
||||
}
|
||||
|
||||
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
|
||||
HRESULT result_pipeline_state = g_d3d12_context->GetDevice()->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
|
||||
vertexShaderBlob->Release();
|
||||
pixelShaderBlob->Release();
|
||||
if (result_pipeline_state != S_OK)
|
||||
return false;
|
||||
|
||||
ImGui_ImplDX12_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
void ImGui_ImplDX12_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
if (!bd)
|
||||
return;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
SafeRelease(bd->pRootSignature);
|
||||
SafeRelease(bd->pPipelineState);
|
||||
SafeRelease(bd->pFontTextureResource);
|
||||
bd->FontTexture.Destroy(false);
|
||||
bd->VertexStreamBuffer.Destroy(false);
|
||||
bd->IndexStreamBuffer.Destroy(false);
|
||||
io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
|
||||
SafeRelease(fr->IndexBuffer);
|
||||
SafeRelease(fr->VertexBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
bool ImGui_ImplDX12_Init(DXGI_FORMAT rtv_format)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
@ -685,26 +507,12 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
|||
io.BackendRendererName = "imgui_impl_dx12";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->pd3dDevice = device;
|
||||
bd->RTVFormat = rtv_format;
|
||||
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
|
||||
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
|
||||
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
|
||||
bd->numFramesInFlight = num_frames_in_flight;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
{
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
|
||||
fr->IndexBuffer = NULL;
|
||||
fr->VertexBuffer = NULL;
|
||||
fr->IndexBufferSize = 10000;
|
||||
fr->VertexBufferSize = 5000;
|
||||
}
|
||||
if (!bd->VertexStreamBuffer.Create(VERTEX_BUFFER_SIZE) || !bd->IndexStreamBuffer.Create(INDEX_BUFFER_SIZE))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
return ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_Shutdown()
|
||||
|
@ -713,8 +521,7 @@ void ImGui_ImplDX12_Shutdown()
|
|||
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
delete[] bd->pFrameResources;
|
||||
ImGui_ImplDX12_DestroyDeviceObjects();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
IM_DELETE(bd);
|
|
@ -0,0 +1,14 @@
|
|||
// dear imgui: Renderer Backend for DirectX12
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
bool ImGui_ImplDX12_Init(DXGI_FORMAT rtv_format);
|
||||
void ImGui_ImplDX12_Shutdown();
|
||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
void ImGui_ImplDX12_DestroyDeviceObjects();
|
||||
bool ImGui_ImplDX12_CreateDeviceObjects();
|
||||
bool ImGui_ImplDX12_CreateFontsTexture();
|
|
@ -0,0 +1,577 @@
|
|||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
|
||||
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
|
||||
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
|
||||
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
|
||||
// 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).
|
||||
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
|
||||
// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
|
||||
// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
|
||||
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
|
||||
// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
|
||||
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
|
||||
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
|
||||
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
|
||||
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
|
||||
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
|
||||
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
|
||||
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
|
||||
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
|
||||
// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
|
||||
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
|
||||
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
|
||||
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
|
||||
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
|
||||
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
|
||||
// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
|
||||
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
|
||||
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
|
||||
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
|
||||
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
|
||||
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
|
||||
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
|
||||
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
|
||||
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
|
||||
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
|
||||
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
|
||||
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
|
||||
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
|
||||
|
||||
//----------------------------------------
|
||||
// OpenGL GLSL GLSL
|
||||
// version version string
|
||||
//----------------------------------------
|
||||
// 2.0 110 "#version 110"
|
||||
// 2.1 120 "#version 120"
|
||||
// 3.0 130 "#version 130"
|
||||
// 3.1 140 "#version 140"
|
||||
// 3.2 150 "#version 150"
|
||||
// 3.3 330 "#version 330 core"
|
||||
// 4.0 400 "#version 400 core"
|
||||
// 4.1 410 "#version 410 core"
|
||||
// 4.2 420 "#version 410 core"
|
||||
// 4.3 430 "#version 430 core"
|
||||
// ES 2.0 100 "#version 100" = WebGL 1.0
|
||||
// ES 3.0 300 "#version 300 es" = WebGL 2.0
|
||||
//----------------------------------------
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
|
||||
#include <stddef.h> // intptr_t
|
||||
#else
|
||||
#include <stdint.h> // intptr_t
|
||||
#endif
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#if __has_warning("-Wzero-as-null-pointer-constant")
|
||||
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// GL includes
|
||||
#include <glad.h>
|
||||
|
||||
// OpenGL Data
|
||||
struct ImGui_ImplOpenGL3_Data
|
||||
{
|
||||
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
|
||||
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
|
||||
GLuint FontTexture;
|
||||
GLuint ShaderHandle;
|
||||
GLint AttribLocationTex; // Uniforms location
|
||||
GLint AttribLocationProjMtx;
|
||||
GLuint AttribLocationVtxPos; // Vertex attributes location
|
||||
GLuint AttribLocationVtxUV;
|
||||
GLuint AttribLocationVtxColor;
|
||||
unsigned int VboHandle, ElementsHandle, VaoHandle, SamplerHandle;
|
||||
GLsizeiptr VertexBufferSize;
|
||||
GLsizeiptr IndexBufferSize;
|
||||
|
||||
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
|
||||
// Query for GL version (e.g. 320 for GL 3.2)
|
||||
GLint major = 0;
|
||||
GLint minor = 0;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
||||
if (major == 0 && minor == 0)
|
||||
{
|
||||
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
const char* gl_version = (const char*)glGetString(GL_VERSION);
|
||||
sscanf(gl_version, "%d.%d", &major, &minor);
|
||||
}
|
||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
|
||||
if (bd->GlVersion >= 320)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders.
|
||||
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 130";
|
||||
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
|
||||
strcpy(bd->GlslVersionString, glsl_version);
|
||||
strcat(bd->GlslVersionString, "\n");
|
||||
return ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
if (glPolygonMode)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// 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.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
|
||||
};
|
||||
glUseProgram(bd->ShaderHandle);
|
||||
glUniform1i(bd->AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
glBindSampler(0, bd->SamplerHandle);
|
||||
|
||||
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
||||
glBindVertexArray(bd->VaoHandle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
|
||||
glEnableVertexAttribArray(bd->AttribLocationVtxPos);
|
||||
glEnableVertexAttribArray(bd->AttribLocationVtxUV);
|
||||
glEnableVertexAttribArray(bd->AttribLocationVtxColor);
|
||||
glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
||||
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Setup desired GL state
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Upload vertex/index buffers
|
||||
GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
|
||||
GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
|
||||
if (bd->VertexBufferSize < vtx_buffer_size)
|
||||
{
|
||||
bd->VertexBufferSize = vtx_buffer_size;
|
||||
glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
|
||||
}
|
||||
if (bd->IndexBufferSize < idx_buffer_size)
|
||||
{
|
||||
bd->IndexBufferSize = idx_buffer_size;
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
|
||||
}
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
|
||||
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
|
||||
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Build texture atlas
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
if (bd->FontTexture == 0)
|
||||
glGenTextures(1, &bd->FontTexture);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
{
|
||||
glDeleteTextures(1, &bd->FontTexture);
|
||||
io.Fonts->SetTexID(0);
|
||||
bd->FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
|
||||
static bool CheckShader(GLuint handle, const char* desc)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
|
||||
static bool CheckProgram(GLuint handle, const char* desc)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
||||
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130;
|
||||
sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
|
||||
|
||||
const GLchar* vertex_shader_glsl_120 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"attribute vec2 Position;\n"
|
||||
"attribute vec2 UV;\n"
|
||||
"attribute vec4 Color;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_130 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_300_es =
|
||||
"precision highp float;\n"
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_410_core =
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_120 =
|
||||
"#ifdef GL_ES\n"
|
||||
" precision mediump float;\n"
|
||||
"#endif\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_130 =
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_410_core =
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
// Select shaders matching our GLSL versions
|
||||
const GLchar* vertex_shader = NULL;
|
||||
const GLchar* fragment_shader = NULL;
|
||||
if (glsl_version < 130)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_120;
|
||||
fragment_shader = fragment_shader_glsl_120;
|
||||
}
|
||||
else if (glsl_version >= 410)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_410_core;
|
||||
fragment_shader = fragment_shader_glsl_410_core;
|
||||
}
|
||||
else if (glsl_version == 300)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_300_es;
|
||||
fragment_shader = fragment_shader_glsl_300_es;
|
||||
}
|
||||
else
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_130;
|
||||
fragment_shader = fragment_shader_glsl_130;
|
||||
}
|
||||
|
||||
// Create shaders
|
||||
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
|
||||
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
|
||||
glCompileShader(vert_handle);
|
||||
CheckShader(vert_handle, "vertex shader");
|
||||
|
||||
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
|
||||
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
|
||||
glCompileShader(frag_handle);
|
||||
CheckShader(frag_handle, "fragment shader");
|
||||
|
||||
// Link
|
||||
bd->ShaderHandle = glCreateProgram();
|
||||
glAttachShader(bd->ShaderHandle, vert_handle);
|
||||
glAttachShader(bd->ShaderHandle, frag_handle);
|
||||
glLinkProgram(bd->ShaderHandle);
|
||||
CheckProgram(bd->ShaderHandle, "shader program");
|
||||
|
||||
glDetachShader(bd->ShaderHandle, vert_handle);
|
||||
glDetachShader(bd->ShaderHandle, frag_handle);
|
||||
glDeleteShader(vert_handle);
|
||||
glDeleteShader(frag_handle);
|
||||
|
||||
bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
|
||||
bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
|
||||
bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
|
||||
bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
|
||||
bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
|
||||
|
||||
// Create buffers
|
||||
glGenBuffers(1, &bd->VboHandle);
|
||||
glGenBuffers(1, &bd->ElementsHandle);
|
||||
glGenVertexArrays(1, &bd->VaoHandle);
|
||||
|
||||
// Create sampler
|
||||
if (bd->SamplerHandle == 0)
|
||||
{
|
||||
glGenSamplers(1, &bd->SamplerHandle);
|
||||
glSamplerParameteri(bd->SamplerHandle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glSamplerParameteri(bd->SamplerHandle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glSamplerParameteri(bd->SamplerHandle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(bd->SamplerHandle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->VaoHandle) { glDeleteVertexArrays(1, &bd->VaoHandle); bd->VaoHandle = 0; }
|
||||
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
|
||||
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
|
||||
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
|
||||
if (bd->SamplerHandle) { glDeleteSamplers(1, &bd->SamplerHandle); bd->SamplerHandle = 0; }
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
|
@ -0,0 +1,16 @@
|
|||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
// Backend API
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
|
||||
void ImGui_ImplOpenGL3_Shutdown();
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// (Optional) Called by Init/NewFrame/Shutdown
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
File diff suppressed because it is too large
Load Diff
|
@ -1,125 +1,13 @@
|
|||
// dear imgui: Renderer for Vulkan
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
// dear imgui: Renderer Backend for Vulkan
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#include "common/Vulkan/Loader.h"
|
||||
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkan_InitInfo
|
||||
{
|
||||
VkInstance Instance;
|
||||
VkPhysicalDevice PhysicalDevice;
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkPipelineCache PipelineCache;
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
};
|
||||
|
||||
// Called by user code
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
|
||||
//-------------------------------------------------------------------------
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// Those functions only exist because:
|
||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||
// 2) the upcoming multi-viewport feature will need them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
|
||||
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
||||
//
|
||||
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
|
||||
// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
struct ImGui_ImplVulkanH_Frame;
|
||||
struct ImGui_ImplVulkanH_Window;
|
||||
|
||||
// Helpers
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
|
||||
// Helper structure to hold the data needed by one rendering frame
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_Frame
|
||||
{
|
||||
VkCommandPool CommandPool;
|
||||
VkCommandBuffer CommandBuffer;
|
||||
VkFence Fence;
|
||||
VkImage Backbuffer;
|
||||
VkImageView BackbufferView;
|
||||
VkFramebuffer Framebuffer;
|
||||
};
|
||||
|
||||
struct ImGui_ImplVulkanH_FrameSemaphores
|
||||
{
|
||||
VkSemaphore ImageAcquiredSemaphore;
|
||||
VkSemaphore RenderCompleteSemaphore;
|
||||
};
|
||||
|
||||
// Helper structure to hold the data needed by one rendering context into one OS window
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
struct ImGui_ImplVulkanH_Window
|
||||
{
|
||||
int Width;
|
||||
int Height;
|
||||
VkSwapchainKHR Swapchain;
|
||||
VkSurfaceKHR Surface;
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkRenderPass RenderPass;
|
||||
bool ClearEnable;
|
||||
VkClearValue ClearValue;
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
||||
ImGui_ImplVulkanH_Frame* Frames;
|
||||
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
|
||||
|
||||
ImGui_ImplVulkanH_Window()
|
||||
{
|
||||
memset(this, 0, sizeof(*this));
|
||||
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
|
||||
ClearEnable = true;
|
||||
}
|
||||
};
|
||||
|
||||
bool ImGui_ImplVulkan_Init(VkRenderPass render_pass);
|
||||
void ImGui_ImplVulkan_Shutdown();
|
||||
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data);
|
||||
bool ImGui_ImplVulkan_CreateFontsTexture();
|
||||
void ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
|
|
|
@ -325,6 +325,9 @@
|
|||
<ClCompile Include="Frontend\D3D11HostDisplay.cpp" />
|
||||
<ClCompile Include="Frontend\D3D12HostDisplay.cpp" />
|
||||
<ClCompile Include="Frontend\ImGuiManager.cpp" />
|
||||
<ClCompile Include="Frontend\imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="Frontend\imgui_impl_dx12.cpp" />
|
||||
<ClCompile Include="Frontend\imgui_impl_opengl3.cpp" />
|
||||
<ClCompile Include="Frontend\imgui_impl_vulkan.cpp" />
|
||||
<ClCompile Include="Frontend\OpenGLHostDisplay.cpp" />
|
||||
<ClCompile Include="Frontend\VulkanHostDisplay.cpp" />
|
||||
|
@ -789,6 +792,10 @@
|
|||
<ClInclude Include="Frontend\D3D11HostDisplay.h" />
|
||||
<ClInclude Include="Frontend\D3D12HostDisplay.h" />
|
||||
<ClInclude Include="Frontend\ImGuiManager.h" />
|
||||
<ClInclude Include="Frontend\imgui_impl_dx11.h" />
|
||||
<ClInclude Include="Frontend\imgui_impl_dx12.h" />
|
||||
<ClInclude Include="Frontend\imgui_impl_opengl3.h" />
|
||||
<ClInclude Include="Frontend\imgui_impl_vulkan.h" />
|
||||
<ClInclude Include="Frontend\OpenGLHostDisplay.h" />
|
||||
<ClInclude Include="Frontend\VulkanHostDisplay.h" />
|
||||
<ClInclude Include="GameDatabase.h" />
|
||||
|
|
|
@ -1739,9 +1739,6 @@
|
|||
<ClCompile Include="Frontend\VulkanHostDisplay.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Frontend\imgui_impl_vulkan.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GS\Renderers\Vulkan\GSTextureVK.cpp">
|
||||
<Filter>System\Ps2\GS\Renderers\Vulkan</Filter>
|
||||
</ClCompile>
|
||||
|
@ -1775,6 +1772,18 @@
|
|||
<ClCompile Include="gui\PersistentThread.cpp">
|
||||
<Filter>AppHost</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Frontend\imgui_impl_dx12.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Frontend\imgui_impl_opengl3.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Frontend\imgui_impl_vulkan.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Frontend\imgui_impl_dx11.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Patch.h">
|
||||
|
@ -2954,6 +2963,18 @@
|
|||
<ClInclude Include="gui\PersistentThread.h">
|
||||
<Filter>AppHost</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Frontend\imgui_impl_dx11.h">
|
||||
<Filter>Host</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Frontend\imgui_impl_dx12.h">
|
||||
<Filter>Host</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Frontend\imgui_impl_opengl3.h">
|
||||
<Filter>Host</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Frontend\imgui_impl_vulkan.h">
|
||||
<Filter>Host</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="windows\wxResources.rc">
|
||||
|
|
|
@ -188,6 +188,9 @@
|
|||
<ClCompile Include="Frontend\D3D12HostDisplay.cpp" />
|
||||
<ClCompile Include="Frontend\GameList.cpp" />
|
||||
<ClCompile Include="Frontend\ImGuiManager.cpp" />
|
||||
<ClCompile Include="Frontend\imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="Frontend\imgui_impl_dx12.cpp" />
|
||||
<ClCompile Include="Frontend\imgui_impl_opengl3.cpp" />
|
||||
<ClCompile Include="Frontend\imgui_impl_vulkan.cpp" />
|
||||
<ClCompile Include="Frontend\INISettingsInterface.cpp" />
|
||||
<ClCompile Include="Frontend\InputManager.cpp" />
|
||||
|
@ -502,6 +505,10 @@
|
|||
<ClInclude Include="Frontend\D3D12HostDisplay.h" />
|
||||
<ClInclude Include="Frontend\GameList.h" />
|
||||
<ClInclude Include="Frontend\ImGuiManager.h" />
|
||||
<ClInclude Include="Frontend\imgui_impl_dx11.h" />
|
||||
<ClInclude Include="Frontend\imgui_impl_dx12.h" />
|
||||
<ClInclude Include="Frontend\imgui_impl_opengl3.h" />
|
||||
<ClInclude Include="Frontend\imgui_impl_vulkan.h" />
|
||||
<ClInclude Include="Frontend\INISettingsInterface.h" />
|
||||
<ClInclude Include="Frontend\InputManager.h" />
|
||||
<ClInclude Include="Frontend\InputSource.h" />
|
||||
|
|
|
@ -1163,9 +1163,6 @@
|
|||
<ClCompile Include="Frontend\VulkanHostDisplay.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Frontend\imgui_impl_vulkan.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GS\Renderers\Vulkan\GSTextureVK.cpp">
|
||||
<Filter>System\Ps2\GS\Renderers\Vulkan</Filter>
|
||||
</ClCompile>
|
||||
|
@ -1251,6 +1248,18 @@
|
|||
<ClCompile Include="Frontend\D3D12HostDisplay.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Frontend\imgui_impl_dx11.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Frontend\imgui_impl_dx12.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Frontend\imgui_impl_opengl3.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Frontend\imgui_impl_vulkan.cpp">
|
||||
<Filter>Host</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Patch.h">
|
||||
|
@ -2071,6 +2080,18 @@
|
|||
<ClInclude Include="Frontend\D3D12HostDisplay.h">
|
||||
<Filter>Host</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Frontend\imgui_impl_dx11.h">
|
||||
<Filter>Host</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Frontend\imgui_impl_dx12.h">
|
||||
<Filter>Host</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Frontend\imgui_impl_opengl3.h">
|
||||
<Filter>Host</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Frontend\imgui_impl_vulkan.h">
|
||||
<Filter>Host</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="GS\GS.rc">
|
||||
|
|
Loading…
Reference in New Issue