mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator
synced 2025-07-07 06:52:15 +08:00
Added ImGui precompiled shaders
(And removed dependency to d3dcompile)
This commit is contained in:
@ -23,15 +23,18 @@
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2016-05-07: DirectX11: Disabling depth-write.
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#include "imgui.h"
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#include "../imgui.h"
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#include "imgui_impl_dx11.h"
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// DirectX
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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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#include "../../overlay_experimental/ImGui_ShaderBlobs.h"
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#ifdef USE_D3DCOMPILE
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static ID3DBlob* g_pVertexShaderBlob = NULL;
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static ID3DBlob* g_pPixelShaderBlob = NULL;
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#endif
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// DirectX data
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@ -40,11 +43,9 @@ static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
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static IDXGIFactory* g_pFactory = NULL;
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static ID3D11Buffer* g_pVB = NULL;
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static ID3D11Buffer* g_pIB = NULL;
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static ID3D10Blob* g_pVertexShaderBlob = NULL;
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static ID3D11VertexShader* g_pVertexShader = NULL;
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static ID3D11InputLayout* g_pInputLayout = NULL;
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static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob* g_pPixelShaderBlob = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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@ -343,32 +344,33 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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// Create the vertex shader
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{
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#ifdef USE_D3DCOMPILE
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static const char* vertexShader =
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"cbuffer vertexBuffer : register(b0) \
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{\
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float4x4 ProjectionMatrix; \
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float4x4 ProjectionMatrix; \
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};\
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struct VS_INPUT\
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{\
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float2 pos : POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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float2 pos : POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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PS_INPUT main(VS_INPUT input)\
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{\
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PS_INPUT output;\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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output.col = input.col;\
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output.uv = input.uv;\
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return output;\
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PS_INPUT output;\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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output.col = input.col;\
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output.uv = input.uv;\
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return output;\
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}";
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
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@ -376,6 +378,10 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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return false;
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if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
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return false;
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#else
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if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, NULL, &g_pVertexShader) != S_OK)
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return false;
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#endif
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// Create the input layout
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D3D11_INPUT_ELEMENT_DESC local_layout[] =
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@ -384,8 +390,13 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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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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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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#ifdef USE_D3DCOMPILE
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if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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return false;
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#else
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if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, &g_pInputLayout) != S_OK)
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return false;
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#endif
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// Create the constant buffer
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{
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@ -401,6 +412,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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// Create the pixel shader
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{
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#ifdef USE_D3DCOMPILE
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static const char* pixelShader =
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"struct PS_INPUT\
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{\
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@ -422,6 +434,11 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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return false;
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if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
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return false;
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#else
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if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX11, ImGui_pixelShaderDX11_len, NULL, &g_pPixelShader) != S_OK)
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return false;
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#endif
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}
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// Create the blending setup
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@ -484,11 +501,13 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
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if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
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if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
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if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
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if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
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if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
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if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
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#ifdef USE_D3DCOMPILE
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if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
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if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
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#endif
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}
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bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
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