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Backends: Keep shader blobs as local variables. (#3176)
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@@ -37,8 +37,6 @@
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// DirectX data
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static ID3D12Device* g_pd3dDevice = NULL;
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static ID3D10Blob* g_pVertexShaderBlob = NULL;
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static ID3D10Blob* g_pPixelShaderBlob = NULL;
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static ID3D12RootSignature* g_pRootSignature = NULL;
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static ID3D12PipelineState* g_pPipelineState = NULL;
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static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
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@@ -473,6 +471,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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psoDesc.SampleDesc.Count = 1;
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psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
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ID3DBlob* vertexShaderBlob;
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ID3DBlob* pixelShaderBlob;
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// Create the vertex shader
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{
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static const char* vertexShader =
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@@ -503,10 +504,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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return output;\
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}";
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
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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!
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return false;
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psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
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if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
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return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
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// Create the input layout
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static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
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@@ -535,10 +535,12 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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return out_col; \
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}";
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
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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!
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return false;
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psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
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if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
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{
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vertexShaderBlob->Release();
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return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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}
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psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
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}
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// Create the blending setup
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@@ -584,7 +586,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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}
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if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
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{
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vertexShaderBlob->Release();
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pixelShaderBlob->Release();
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return false;
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}
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vertexShaderBlob->Release();
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pixelShaderBlob->Release();
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ImGui_ImplDX12_CreateFontsTexture();
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@@ -596,8 +604,6 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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if (!g_pd3dDevice)
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return;
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SafeRelease(g_pVertexShaderBlob);
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SafeRelease(g_pPixelShaderBlob);
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SafeRelease(g_pRootSignature);
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SafeRelease(g_pPipelineState);
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SafeRelease(g_pFontTextureResource);
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