mirror of
https://github.com/ocornut/imgui.git
synced 2025-09-13 06:48:24 +00:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx11.h # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx12.h # backends/imgui_impl_dx9.cpp # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_vulkan.h # backends/imgui_impl_wgpu.cpp # backends/imgui_impl_wgpu.h # imgui.h
This commit is contained in:
@@ -17,6 +17,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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@@ -96,41 +97,45 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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vp.Height = (DWORD)draw_data->DisplaySize.y;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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bd->pd3dDevice->SetViewport(&vp);
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LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
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device->SetViewport(&vp);
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
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bd->pd3dDevice->SetPixelShader(nullptr);
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bd->pd3dDevice->SetVertexShader(nullptr);
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bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
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bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
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bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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device->SetPixelShader(nullptr);
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device->SetVertexShader(nullptr);
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device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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device->SetRenderState(D3DRS_ZENABLE, FALSE);
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device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
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device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
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device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
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device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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device->SetRenderState(D3DRS_FOGENABLE, FALSE);
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device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
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device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
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device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
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device->SetRenderState(D3DRS_CLIPPING, TRUE);
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device->SetRenderState(D3DRS_LIGHTING, FALSE);
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device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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// Setup orthographic projection matrix
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// 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.
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@@ -148,9 +153,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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0.0f, 0.0f, 0.5f, 0.0f,
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(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
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} } };
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bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
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bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
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bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
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device->SetTransform(D3DTS_WORLD, &mat_identity);
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device->SetTransform(D3DTS_VIEW, &mat_identity);
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device->SetTransform(D3DTS_PROJECTION, &mat_projection);
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}
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}
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@@ -161,51 +166,53 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// Create and grow buffers if needed
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
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// Create and grow buffers if needed
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if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
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if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
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return;
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}
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if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
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if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
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return;
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}
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// Backup the DX9 state
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IDirect3DStateBlock9* d3d9_state_block = nullptr;
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if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
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IDirect3DStateBlock9* state_block = nullptr;
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if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
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return;
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if (d3d9_state_block->Capture() < 0)
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if (state_block->Capture() < 0)
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{
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d3d9_state_block->Release();
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state_block->Release();
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return;
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}
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// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
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D3DMATRIX last_world, last_view, last_projection;
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bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
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bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
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bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
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device->GetTransform(D3DTS_WORLD, &last_world);
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device->GetTransform(D3DTS_VIEW, &last_view);
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device->GetTransform(D3DTS_PROJECTION, &last_projection);
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// Allocate buffers
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CUSTOMVERTEX* vtx_dst;
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ImDrawIdx* idx_dst;
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if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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{
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d3d9_state_block->Release();
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state_block->Release();
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return;
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}
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if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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{
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bd->pVB->Unlock();
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d3d9_state_block->Release();
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state_block->Release();
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return;
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}
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@@ -215,9 +222,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
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for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
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for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
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{
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vtx_dst->pos[0] = vtx_src->pos.x;
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vtx_dst->pos[1] = vtx_src->pos.y;
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@@ -228,14 +235,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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vtx_dst++;
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vtx_src++;
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}
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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idx_dst += cmd_list->IdxBuffer.Size;
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memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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idx_dst += draw_list->IdxBuffer.Size;
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}
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bd->pVB->Unlock();
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bd->pIB->Unlock();
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bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
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bd->pd3dDevice->SetIndices(bd->pIB);
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bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
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device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
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device->SetIndices(bd->pIB);
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device->SetFVF(D3DFVF_CUSTOMVERTEX);
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// Setup desired DX state
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ImGui_ImplDX9_SetupRenderState(draw_data);
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@@ -247,10 +254,10 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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@@ -258,7 +265,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX9_SetupRenderState(draw_data);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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pcmd->UserCallback(draw_list, pcmd);
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}
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else
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{
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@@ -268,16 +275,18 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply Scissor/clipping rectangle, Bind texture, Draw
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// Apply scissor/clipping rectangle
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const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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device->SetScissorRect(&r);
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// Bind texture, Draw
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const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
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bd->pd3dDevice->SetTexture(0, texture);
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bd->pd3dDevice->SetScissorRect(&r);
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bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
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device->SetTexture(0, texture);
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device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
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}
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}
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global_idx_offset += cmd_list->IdxBuffer.Size;
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global_vtx_offset += cmd_list->VtxBuffer.Size;
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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// When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
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@@ -286,13 +295,13 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
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// Restore the DX9 transform
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bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
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bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
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bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
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device->SetTransform(D3DTS_WORLD, &last_world);
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device->SetTransform(D3DTS_VIEW, &last_view);
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device->SetTransform(D3DTS_PROJECTION, &last_projection);
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// Restore the DX9 state
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d3d9_state_block->Apply();
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d3d9_state_block->Release();
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state_block->Apply();
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state_block->Release();
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}
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bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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