mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 13:39:18 +02:00
maintenance: imgui update to v 1.73
This commit is contained in:
@@ -1,8 +1,9 @@
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// ImGui Renderer for: DirectX11
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// dear imgui: Renderer for DirectX11
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
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@@ -10,6 +11,12 @@
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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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// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
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// 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.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
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// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
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// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
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@@ -25,6 +32,9 @@
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#include <stdio.h>
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// DirectX data
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static ID3D11Device* g_pd3dDevice = NULL;
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@@ -50,10 +60,49 @@ struct VERTEX_CONSTANT_BUFFER
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float mvp[4][4];
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};
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static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
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{
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// Setup viewport
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D3D11_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D11_VIEWPORT));
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vp.Width = draw_data->DisplaySize.x;
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vp.Height = draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0;
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ctx->RSSetViewports(1, &vp);
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// Setup shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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ctx->IASetInputLayout(g_pInputLayout);
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ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(g_pVertexShader, NULL, 0);
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ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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ctx->PSSetShader(g_pPixelShader, NULL, 0);
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ctx->PSSetSamplers(0, 1, &g_pFontSampler);
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ctx->GSSetShader(NULL, NULL, 0);
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ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
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ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
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ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
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// Setup blend state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
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ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
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ctx->RSSetState(g_pRasterizerState);
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}
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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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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ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
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// Create and grow vertex/index buffers if needed
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@@ -85,7 +134,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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return;
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}
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// Copy and convert all vertices into a single contiguous buffer
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// Upload vertex/index data into a single contiguous GPU buffer
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D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
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if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
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return;
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@@ -105,7 +154,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ctx->Unmap(g_pIB, 0);
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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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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{
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D3D11_MAPPED_SUBRESOURCE mapped_resource;
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if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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@@ -142,8 +191,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ID3D11SamplerState* PSSampler;
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ID3D11PixelShader* PS;
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ID3D11VertexShader* VS;
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UINT PSInstancesCount, VSInstancesCount;
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ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
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ID3D11GeometryShader* GS;
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UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
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ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
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D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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@@ -159,72 +209,54 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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ctx->PSGetSamplers(0, 1, &old.PSSampler);
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old.PSInstancesCount = old.VSInstancesCount = 256;
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old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
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ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
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ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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ctx->IAGetInputLayout(&old.InputLayout);
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// Setup viewport
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D3D11_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D11_VIEWPORT));
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vp.Width = draw_data->DisplaySize.x;
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vp.Height = draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0;
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ctx->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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ctx->IASetInputLayout(g_pInputLayout);
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ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(g_pVertexShader, NULL, 0);
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ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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ctx->PSSetShader(g_pPixelShader, NULL, 0);
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ctx->PSSetSamplers(0, 1, &g_pFontSampler);
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// Setup render state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
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ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
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ctx->RSSetState(g_pRasterizerState);
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// Setup desired DX state
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ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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ImVec2 pos = draw_data->DisplayPos;
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_idx_offset = 0;
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int global_vtx_offset = 0;
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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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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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if (pcmd->UserCallback != NULL)
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{
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// User callback (registered via ImDrawList::AddCallback)
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pcmd->UserCallback(cmd_list, pcmd);
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Apply scissor/clipping rectangle
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const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
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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) };
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ctx->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
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ctx->PSSetShaderResources(0, 1, &texture_srv);
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ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
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}
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idx_offset += pcmd->ElemCount;
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}
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vtx_offset += cmd_list->VtxBuffer.Size;
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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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}
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// Restore modified DX state
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@@ -239,6 +271,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
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ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
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ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
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ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
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for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
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ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
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ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
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@@ -313,9 +346,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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ImGui_ImplDX11_InvalidateDeviceObjects();
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX11 sample code but remove this dependency you can:
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// If you would like to use this DX11 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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// Create the vertex shader
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@@ -355,7 +388,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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return false;
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// Create the input layout
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D3D11_INPUT_ELEMENT_DESC local_layout[] =
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D3D11_INPUT_ELEMENT_DESC local_layout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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@@ -470,6 +503,11 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx11";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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IDXGIAdapter* pDXGIAdapter = NULL;
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@@ -485,6 +523,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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}
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if (pDXGIDevice) pDXGIDevice->Release();
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if (pDXGIAdapter) pDXGIAdapter->Release();
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g_pd3dDevice->AddRef();
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g_pd3dDeviceContext->AddRef();
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return true;
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}
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@@ -493,8 +533,8 @@ void ImGui_ImplDX11_Shutdown()
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{
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ImGui_ImplDX11_InvalidateDeviceObjects();
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if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
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g_pd3dDevice = NULL;
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g_pd3dDeviceContext = NULL;
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
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}
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void ImGui_ImplDX11_NewFrame()
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