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capture and restore all state

pull/570/head
Nicolas Guillemot 9 years ago
parent
commit
d4d51a7802
  1. 68
      examples/directx11_example/imgui_impl_dx11.cpp

68
examples/directx11_example/imgui_impl_dx11.cpp

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

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