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@ -116,6 +116,46 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) |
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g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0); |
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} |
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// Capture all the state that will be modified to restore it afterwards
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UINT oldNumScissorRects = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
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D3D11_RECT oldScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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g_pd3dDeviceContext->RSGetScissorRects(&oldNumScissorRects, oldScissorRects); |
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ID3D11ShaderResourceView* pOldPSSRV0; |
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g_pd3dDeviceContext->PSGetShaderResources(0, 1, &pOldPSSRV0); |
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ID3D11RasterizerState* pOldRS; |
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g_pd3dDeviceContext->RSGetState(&pOldRS); |
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ID3D11BlendState* pOldBlendState; |
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FLOAT oldBlendFactor[4]; |
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UINT oldSampleMask; |
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g_pd3dDeviceContext->OMGetBlendState(&pOldBlendState, oldBlendFactor, &oldSampleMask); |
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ID3D11SamplerState* pOldPSSampler; |
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g_pd3dDeviceContext->PSGetSamplers(0, 1, &pOldPSSampler); |
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ID3D11PixelShader* pOldPS; |
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ID3D11ClassInstance* pOldPSInstances[256]; // max according to PSSetShader documentation
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UINT oldNumPSInstances = 256; |
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g_pd3dDeviceContext->PSGetShader(&pOldPS, pOldPSInstances, &oldNumPSInstances); |
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ID3D11Buffer* pOldVSCBV; |
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g_pd3dDeviceContext->VSGetConstantBuffers(0, 1, &pOldVSCBV); |
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ID3D11VertexShader* pOldVS; |
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ID3D11ClassInstance* pOldVSInstances[256]; // max according to VSSetShader documentation
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UINT oldNumVSInstances = 256; |
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g_pd3dDeviceContext->VSGetShader(&pOldVS, pOldVSInstances, &oldNumVSInstances); |
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D3D11_PRIMITIVE_TOPOLOGY oldPrimitiveTopology; |
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g_pd3dDeviceContext->IAGetPrimitiveTopology(&oldPrimitiveTopology); |
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ID3D11Buffer* pOldIndexBuffer; |
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DXGI_FORMAT oldIndexBufferFormat; |
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UINT oldIndexBufferOffset; |
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g_pd3dDeviceContext->IAGetIndexBuffer(&pOldIndexBuffer, &oldIndexBufferFormat, &oldIndexBufferOffset); |
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ID3D11Buffer* pOldVertexBuffer; |
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UINT oldVertexBufferStride; |
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UINT oldVertexBufferOffset; |
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g_pd3dDeviceContext->IAGetVertexBuffers(0, 1, &pOldVertexBuffer, &oldVertexBufferStride, &oldVertexBufferOffset); |
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ID3D11InputLayout* pOldInputLayout; |
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g_pd3dDeviceContext->IAGetInputLayout(&pOldInputLayout); |
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UINT oldNumViewports = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
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D3D11_VIEWPORT oldViewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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g_pd3dDeviceContext->RSGetViewports(&oldNumViewports, oldViewports); |
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// Setup viewport
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{ |
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D3D11_VIEWPORT vp; |
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@ -172,9 +212,31 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) |
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} |
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// Restore modified state
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g_pd3dDeviceContext->IASetInputLayout(NULL); |
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g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0); |
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g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0); |
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g_pd3dDeviceContext->RSSetScissorRects(oldNumScissorRects, oldScissorRects); |
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g_pd3dDeviceContext->PSSetShaderResources(0, 1, &pOldPSSRV0); |
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if (pOldPSSRV0) pOldPSSRV0->Release(); |
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g_pd3dDeviceContext->RSSetState(pOldRS); |
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if (pOldRS) pOldRS->Release(); |
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g_pd3dDeviceContext->OMSetBlendState(pOldBlendState, oldBlendFactor, oldSampleMask); |
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if (pOldBlendState) pOldBlendState->Release(); |
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g_pd3dDeviceContext->PSSetSamplers(0, 1, &pOldPSSampler); |
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if (pOldPSSampler) pOldPSSampler->Release(); |
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g_pd3dDeviceContext->PSSetShader(pOldPS, pOldPSInstances, oldNumPSInstances); |
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if (pOldPS) pOldPS->Release(); |
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for (UINT i = 0; i < oldNumPSInstances; i++) if (pOldPSInstances[i]) pOldPSInstances[i]->Release(); |
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g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &pOldVSCBV); |
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if (pOldVSCBV) pOldVSCBV->Release(); |
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g_pd3dDeviceContext->VSSetShader(pOldVS, pOldVSInstances, oldNumVSInstances); |
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if (pOldVS) pOldVS->Release(); |
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for (UINT i = 0; i < oldNumVSInstances; i++) if (pOldVSInstances[i]) pOldVSInstances[i]->Release(); |
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g_pd3dDeviceContext->IASetPrimitiveTopology(oldPrimitiveTopology); |
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g_pd3dDeviceContext->IASetIndexBuffer(pOldIndexBuffer, oldIndexBufferFormat, oldIndexBufferOffset); |
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if (pOldIndexBuffer) pOldIndexBuffer->Release(); |
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g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &pOldVertexBuffer, &oldVertexBufferStride, &oldVertexBufferOffset); |
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if (pOldVertexBuffer) pOldVertexBuffer->Release(); |
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g_pd3dDeviceContext->IASetInputLayout(pOldInputLayout); |
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if (pOldInputLayout) pOldInputLayout->Release(); |
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g_pd3dDeviceContext->RSSetViewports(oldNumViewports, oldViewports); |
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} |
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) |
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