Dalamud/Dalamud/Interface/ImGuiBackend/Renderers/Dx11Renderer.cs
2025-04-06 21:50:55 +02:00

669 lines
26 KiB
C#

using System.Buffers;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using Dalamud.Interface.ImGuiBackend.Helpers;
using Dalamud.Interface.ImGuiBackend.Helpers.D3D11;
using Dalamud.Interface.Textures;
using Dalamud.Interface.Textures.TextureWraps;
using Dalamud.Interface.Textures.TextureWraps.Internal;
using Dalamud.Interface.Utility;
using Dalamud.Utility;
using Dalamud.Bindings.ImGui;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
namespace Dalamud.Interface.ImGuiBackend.Renderers;
/// <summary>
/// Deals with rendering ImGui using DirectX 11.
/// See https://github.com/ocornut/imgui/blob/master/examples/imgui_impl_dx11.cpp for the original implementation.
/// </summary>
[SuppressMessage(
"StyleCop.CSharp.LayoutRules",
"SA1519:Braces should not be omitted from multi-line child statement",
Justification = "Multiple fixed/using scopes")]
internal unsafe partial class Dx11Renderer : IImGuiRenderer
{
private readonly List<IDalamudTextureWrap> fontTextures = new();
private readonly D3D_FEATURE_LEVEL featureLevel;
private readonly ViewportHandler viewportHandler;
private readonly nint renderNamePtr;
private readonly DXGI_FORMAT rtvFormat;
private readonly ViewportData mainViewport;
private bool releaseUnmanagedResourceCalled;
private ComPtr<ID3D11Device> device;
private ComPtr<ID3D11DeviceContext> context;
private ComPtr<ID3D11VertexShader> vertexShader;
private ComPtr<ID3D11PixelShader> pixelShader;
private ComPtr<ID3D11SamplerState> sampler;
private ComPtr<ID3D11InputLayout> inputLayout;
private ComPtr<ID3D11Buffer> vertexConstantBuffer;
private ComPtr<ID3D11BlendState> blendState;
private ComPtr<ID3D11RasterizerState> rasterizerState;
private ComPtr<ID3D11DepthStencilState> depthStencilState;
private ComPtr<ID3D11Buffer> vertexBuffer;
private ComPtr<ID3D11Buffer> indexBuffer;
private int vertexBufferSize;
private int indexBufferSize;
private ComPtr<IDCompositionDevice> dcompDevice;
/// <summary>
/// Initializes a new instance of the <see cref="Dx11Renderer"/> class.
/// </summary>
/// <param name="swapChain">The swap chain.</param>
/// <param name="device">A pointer to an instance of <see cref="ID3D11Device"/>.</param>
/// <param name="context">A pointer to an instance of <see cref="ID3D11DeviceContext"/>.</param>
public Dx11Renderer(IDXGISwapChain* swapChain, ID3D11Device* device, ID3D11DeviceContext* context)
{
var io = ImGui.GetIO();
if (ImGui.GetIO().Handle->BackendRendererName is not null)
throw new InvalidOperationException("ImGui backend renderer seems to be have been already attached.");
try
{
DXGI_SWAP_CHAIN_DESC desc;
swapChain->GetDesc(&desc).ThrowOnError();
this.rtvFormat = desc.BufferDesc.Format;
this.device = new(device);
this.context = new(context);
this.featureLevel = device->GetFeatureLevel();
io.BackendFlags |= ImGuiBackendFlags.RendererHasVtxOffset | ImGuiBackendFlags.RendererHasViewports;
this.renderNamePtr = Marshal.StringToHGlobalAnsi("imgui_impl_dx11_c#");
io.Handle->BackendRendererName = (byte*)this.renderNamePtr;
if (io.ConfigFlags.HasFlag(ImGuiConfigFlags.ViewportsEnable))
{
try
{
fixed (IDCompositionDevice** pp = &this.dcompDevice.GetPinnableReference())
fixed (Guid* piidDCompositionDevice = &IID.IID_IDCompositionDevice)
DirectX.DCompositionCreateDevice(null, piidDCompositionDevice, (void**)pp).ThrowOnError();
ImGuiViewportHelpers.EnableViewportWindowBackgroundAlpha();
}
catch
{
// don't care; not using DComposition then
}
this.viewportHandler = new(this);
}
this.mainViewport = ViewportData.Create(this, swapChain, null, null);
var vp = ImGui.GetPlatformIO().Viewports[0];
vp.RendererUserData = this.mainViewport.Handle;
}
catch
{
this.ReleaseUnmanagedResources();
throw;
}
}
/// <summary>
/// Finalizes an instance of the <see cref="Dx11Renderer"/> class.
/// </summary>
~Dx11Renderer() => this.ReleaseUnmanagedResources();
/// <inheritdoc/>
public void Dispose()
{
this.ReleaseUnmanagedResources();
GC.SuppressFinalize(this);
}
/// <inheritdoc/>
public void OnNewFrame()
{
this.EnsureDeviceObjects();
}
/// <inheritdoc/>
public void OnPreResize() => this.mainViewport.ResetBuffers();
/// <inheritdoc/>
public void OnPostResize(int width, int height) => this.mainViewport.ResizeBuffers(width, height, false);
/// <inheritdoc/>
public void RenderDrawData(ImDrawDataPtr drawData) =>
this.mainViewport.Draw(drawData, this.mainViewport.SwapChain == null);
/// <summary>
/// Rebuilds font texture.
/// </summary>
public void RebuildFontTexture()
{
foreach (var fontResourceView in this.fontTextures)
fontResourceView.Dispose();
this.fontTextures.Clear();
this.CreateFontsTexture();
}
/// <inheritdoc/>
public IDalamudTextureWrap CreateTexture2D(
ReadOnlySpan<byte> data,
RawImageSpecification specs,
bool cpuRead,
bool cpuWrite,
bool allowRenderTarget,
[CallerMemberName] string debugName = "")
{
if (cpuRead && cpuWrite)
throw new ArgumentException("cpuRead and cpuWrite cannot be set at the same time.");
var cpuaf = default(D3D11_CPU_ACCESS_FLAG);
if (cpuRead)
cpuaf |= D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_READ;
if (cpuWrite)
cpuaf |= D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_WRITE;
D3D11_USAGE usage;
if (cpuRead)
usage = D3D11_USAGE.D3D11_USAGE_STAGING;
else if (cpuWrite)
usage = D3D11_USAGE.D3D11_USAGE_DYNAMIC;
else
usage = D3D11_USAGE.D3D11_USAGE_DEFAULT;
var texDesc = new D3D11_TEXTURE2D_DESC
{
Width = (uint)specs.Width,
Height = (uint)specs.Height,
MipLevels = 1,
ArraySize = 1,
Format = specs.Format,
SampleDesc = new(1, 0),
Usage = usage,
BindFlags = (uint)(D3D11_BIND_FLAG.D3D11_BIND_SHADER_RESOURCE |
(allowRenderTarget ? D3D11_BIND_FLAG.D3D11_BIND_RENDER_TARGET : 0)),
CPUAccessFlags = (uint)cpuaf,
MiscFlags = 0,
};
using var texture = default(ComPtr<ID3D11Texture2D>);
if (data.IsEmpty)
{
Marshal.ThrowExceptionForHR(this.device.Get()->CreateTexture2D(&texDesc, null, texture.GetAddressOf()));
}
else
{
fixed (void* dataPtr = data)
{
var subrdata = new D3D11_SUBRESOURCE_DATA { pSysMem = dataPtr, SysMemPitch = (uint)specs.Pitch };
Marshal.ThrowExceptionForHR(
this.device.Get()->CreateTexture2D(&texDesc, &subrdata, texture.GetAddressOf()));
}
}
texture.Get()->SetDebugName($"Texture:{debugName}:SRV");
using var srvTemp = default(ComPtr<ID3D11ShaderResourceView>);
var srvDesc = new D3D11_SHADER_RESOURCE_VIEW_DESC(
texture,
D3D_SRV_DIMENSION.D3D11_SRV_DIMENSION_TEXTURE2D);
this.device.Get()->CreateShaderResourceView((ID3D11Resource*)texture.Get(), &srvDesc, srvTemp.GetAddressOf())
.ThrowOnError();
srvTemp.Get()->SetDebugName($"Texture:{debugName}:SRV");
return new UnknownTextureWrap((IUnknown*)srvTemp.Get(), specs.Width, specs.Height, true);
}
private void RenderDrawDataInternal(
ID3D11RenderTargetView* renderTargetView,
ImDrawDataPtr drawData,
bool clearRenderTarget)
{
// Avoid rendering when minimized
if (drawData.DisplaySize.X <= 0 || drawData.DisplaySize.Y <= 0)
return;
using var oldState = new D3D11DeviceContextStateBackup(this.featureLevel, this.context.Get());
// Setup desired DX state
this.SetupRenderState(drawData);
this.context.Get()->OMSetRenderTargets(1, &renderTargetView, null);
if (clearRenderTarget)
{
var color = default(Vector4);
this.context.Get()->ClearRenderTargetView(renderTargetView, (float*)&color);
}
if (!drawData.Valid || drawData.CmdListsCount == 0)
return;
var cmdLists = new Span<ImDrawListPtr>(drawData.Handle->CmdLists, drawData.Handle->CmdListsCount);
// Create and grow vertex/index buffers if needed
if (this.vertexBufferSize < drawData.TotalVtxCount)
this.vertexBuffer.Dispose();
if (this.vertexBuffer.Get() is null)
{
this.vertexBufferSize = drawData.TotalVtxCount + 5000;
var desc = new D3D11_BUFFER_DESC(
(uint)(sizeof(ImDrawVert) * this.vertexBufferSize),
(uint)D3D11_BIND_FLAG.D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE.D3D11_USAGE_DYNAMIC,
(uint)D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_WRITE);
var buffer = default(ID3D11Buffer*);
this.device.Get()->CreateBuffer(&desc, null, &buffer).ThrowOnError();
this.vertexBuffer.Attach(buffer);
}
if (this.indexBufferSize < drawData.TotalIdxCount)
this.indexBuffer.Dispose();
if (this.indexBuffer.Get() is null)
{
this.indexBufferSize = drawData.TotalIdxCount + 5000;
var desc = new D3D11_BUFFER_DESC(
(uint)(sizeof(ushort) * this.indexBufferSize),
(uint)D3D11_BIND_FLAG.D3D11_BIND_INDEX_BUFFER,
D3D11_USAGE.D3D11_USAGE_DYNAMIC,
(uint)D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_WRITE);
var buffer = default(ID3D11Buffer*);
this.device.Get()->CreateBuffer(&desc, null, &buffer).ThrowOnError();
this.indexBuffer.Attach(buffer);
}
// Upload vertex/index data into a single contiguous GPU buffer
try
{
var vertexData = default(D3D11_MAPPED_SUBRESOURCE);
var indexData = default(D3D11_MAPPED_SUBRESOURCE);
this.context.Get()->Map(
(ID3D11Resource*)this.vertexBuffer.Get(),
0,
D3D11_MAP.D3D11_MAP_WRITE_DISCARD,
0,
&vertexData).ThrowOnError();
this.context.Get()->Map(
(ID3D11Resource*)this.indexBuffer.Get(),
0,
D3D11_MAP.D3D11_MAP_WRITE_DISCARD,
0,
&indexData).ThrowOnError();
var targetVertices = new Span<ImDrawVert>(vertexData.pData, this.vertexBufferSize);
var targetIndices = new Span<ushort>(indexData.pData, this.indexBufferSize);
foreach (ref var cmdList in cmdLists)
{
var vertices = new ImVectorWrapper<ImDrawVert>(cmdList.Handle->VtxBuffer.ToUntyped());
var indices = new ImVectorWrapper<ushort>(cmdList.Handle->IdxBuffer.ToUntyped());
vertices.DataSpan.CopyTo(targetVertices);
indices.DataSpan.CopyTo(targetIndices);
targetVertices = targetVertices[vertices.Length..];
targetIndices = targetIndices[indices.Length..];
}
}
finally
{
this.context.Get()->Unmap((ID3D11Resource*)this.vertexBuffer.Get(), 0);
this.context.Get()->Unmap((ID3D11Resource*)this.indexBuffer.Get(), 0);
}
// Setup orthographic projection matrix into our constant buffer.
// Our visible imgui space lies from DisplayPos (LT) to DisplayPos+DisplaySize (RB).
// DisplayPos is (0,0) for single viewport apps.
try
{
var data = default(D3D11_MAPPED_SUBRESOURCE);
this.context.Get()->Map(
(ID3D11Resource*)this.vertexConstantBuffer.Get(),
0,
D3D11_MAP.D3D11_MAP_WRITE_DISCARD,
0,
&data).ThrowOnError();
*(Matrix4x4*)data.pData = Matrix4x4.CreateOrthographicOffCenter(
drawData.DisplayPos.X,
drawData.DisplayPos.X + drawData.DisplaySize.X,
drawData.DisplayPos.Y + drawData.DisplaySize.Y,
drawData.DisplayPos.Y,
1f,
0f);
}
finally
{
this.context.Get()->Unmap((ID3D11Resource*)this.vertexConstantBuffer.Get(), 0);
}
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
var vertexOffset = 0;
var indexOffset = 0;
var clipOff = new Vector4(drawData.DisplayPos, drawData.DisplayPos.X, drawData.DisplayPos.Y);
foreach (ref var cmdList in cmdLists)
{
var cmds = new ImVectorWrapper<ImDrawCmd>(cmdList.Handle->CmdBuffer.ToUntyped());
foreach (ref var cmd in cmds.DataSpan)
{
var clipV4 = cmd.ClipRect - clipOff;
var clipRect = new RECT((int)clipV4.X, (int)clipV4.Y, (int)clipV4.Z, (int)clipV4.W);
// Skip the draw if nothing would be visible
if (clipRect.left >= clipRect.right || clipRect.top >= clipRect.bottom)
continue;
this.context.Get()->RSSetScissorRects(1, &clipRect);
if (cmd.UserCallback == null)
{
// Bind texture and draw
var srv = (ID3D11ShaderResourceView*)cmd.TextureId.Handle;
this.context.Get()->PSSetShader(this.pixelShader, null, 0);
this.context.Get()->PSSetSamplers(0, 1, this.sampler.GetAddressOf());
this.context.Get()->PSSetShaderResources(0, 1, &srv);
this.context.Get()->DrawIndexed(
cmd.ElemCount,
(uint)(cmd.IdxOffset + indexOffset),
(int)(cmd.VtxOffset + vertexOffset));
}
}
indexOffset += cmdList.IdxBuffer.Size;
vertexOffset += cmdList.VtxBuffer.Size;
}
}
/// <summary>
/// Builds fonts as necessary, and uploads the built data onto the GPU.<br />
/// No-op if it has already been done.
/// </summary>
private void CreateFontsTexture()
{
if (this.device.IsEmpty())
throw new ObjectDisposedException(nameof(Dx11Renderer));
if (this.fontTextures.Any())
return;
var io = ImGui.GetIO();
if (io.Fonts.Textures.Size == 0)
io.Fonts.Build();
for (int textureIndex = 0, textureCount = io.Fonts.Textures.Size;
textureIndex < textureCount;
textureIndex++)
{
int width = 0, height = 0, bytespp = 0;
byte* fontPixels = null;
// Build texture atlas
io.Fonts.GetTexDataAsRGBA32(
textureIndex,
&fontPixels,
ref width,
ref height,
ref bytespp);
var tex = this.CreateTexture2D(
new(fontPixels, width * height * bytespp),
new(width, height, (int)DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM, width * bytespp),
false,
false,
false,
$"Font#{textureIndex}");
io.Fonts.SetTexID(textureIndex, tex.ImGuiHandle);
this.fontTextures.Add(tex);
}
io.Fonts.ClearTexData();
}
/// <summary>
/// Initializes the device context's render state to what we would use for rendering ImGui by default.
/// </summary>
/// <param name="drawData">The relevant ImGui draw data.</param>
private void SetupRenderState(ImDrawDataPtr drawData)
{
var ctx = this.context.Get();
ctx->IASetInputLayout(this.inputLayout);
var buffer = this.vertexBuffer.Get();
var stride = (uint)sizeof(ImDrawVert);
var offset = 0u;
ctx->IASetVertexBuffers(0, 1, &buffer, &stride, &offset);
ctx->IASetIndexBuffer(this.indexBuffer, DXGI_FORMAT.DXGI_FORMAT_R16_UINT, 0);
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY.D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
var viewport = new D3D11_VIEWPORT(0, 0, drawData.DisplaySize.X, drawData.DisplaySize.Y);
ctx->RSSetState(this.rasterizerState);
ctx->RSSetViewports(1, &viewport);
var blendColor = default(Vector4);
ctx->OMSetBlendState(this.blendState, (float*)&blendColor, 0xffffffff);
ctx->OMSetDepthStencilState(this.depthStencilState, 0);
ctx->VSSetShader(this.vertexShader.Get(), null, 0);
buffer = this.vertexConstantBuffer.Get();
ctx->VSSetConstantBuffers(0, 1, &buffer);
// PS handled later
ctx->GSSetShader(null, null, 0);
ctx->HSSetShader(null, null, 0);
ctx->DSSetShader(null, null, 0);
ctx->CSSetShader(null, null, 0);
}
/// <summary>
/// Creates objects from the device as necessary.<br />
/// No-op if objects already are built.
/// </summary>
private void EnsureDeviceObjects()
{
if (this.device.IsEmpty())
throw new ObjectDisposedException(nameof(Dx11Renderer));
var assembly = Assembly.GetExecutingAssembly();
// Create the vertex shader
if (this.vertexShader.IsEmpty() || this.inputLayout.IsEmpty())
{
using var stream = assembly.GetManifestResourceStream("imgui-vertex.hlsl.bytes")!;
var array = ArrayPool<byte>.Shared.Rent((int)stream.Length);
stream.ReadExactly(array, 0, (int)stream.Length);
fixed (byte* pArray = array)
fixed (ID3D11VertexShader** ppShader = &this.vertexShader.GetPinnableReference())
fixed (ID3D11InputLayout** ppInputLayout = &this.inputLayout.GetPinnableReference())
fixed (void* pszPosition = "POSITION"u8)
fixed (void* pszTexCoord = "TEXCOORD"u8)
fixed (void* pszColor = "COLOR"u8)
{
this.device.Get()->CreateVertexShader(pArray, (nuint)stream.Length, null, ppShader).ThrowOnError();
var ied = stackalloc D3D11_INPUT_ELEMENT_DESC[]
{
new()
{
SemanticName = (sbyte*)pszPosition,
Format = DXGI_FORMAT.DXGI_FORMAT_R32G32_FLOAT,
AlignedByteOffset = uint.MaxValue,
},
new()
{
SemanticName = (sbyte*)pszTexCoord,
Format = DXGI_FORMAT.DXGI_FORMAT_R32G32_FLOAT,
AlignedByteOffset = uint.MaxValue,
},
new()
{
SemanticName = (sbyte*)pszColor,
Format = DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM,
AlignedByteOffset = uint.MaxValue,
},
};
this.device.Get()->CreateInputLayout(ied, 3, pArray, (nuint)stream.Length, ppInputLayout)
.ThrowOnError();
}
ArrayPool<byte>.Shared.Return(array);
}
// Create the pixel shader
if (this.pixelShader.IsEmpty())
{
using var stream = assembly.GetManifestResourceStream("imgui-frag.hlsl.bytes")!;
var array = ArrayPool<byte>.Shared.Rent((int)stream.Length);
stream.ReadExactly(array, 0, (int)stream.Length);
fixed (byte* pArray = array)
fixed (ID3D11PixelShader** ppShader = &this.pixelShader.GetPinnableReference())
this.device.Get()->CreatePixelShader(pArray, (nuint)stream.Length, null, ppShader).ThrowOnError();
ArrayPool<byte>.Shared.Return(array);
}
// Create the sampler state
if (this.sampler.IsEmpty())
{
var samplerDesc = new D3D11_SAMPLER_DESC
{
Filter = D3D11_FILTER.D3D11_FILTER_MIN_MAG_MIP_LINEAR,
AddressU = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_WRAP,
AddressV = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_WRAP,
AddressW = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_WRAP,
MipLODBias = 0,
MaxAnisotropy = 0,
ComparisonFunc = D3D11_COMPARISON_FUNC.D3D11_COMPARISON_ALWAYS,
MinLOD = 0,
MaxLOD = 0,
};
fixed (ID3D11SamplerState** ppSampler = &this.sampler.GetPinnableReference())
this.device.Get()->CreateSamplerState(&samplerDesc, ppSampler).ThrowOnError();
}
// Create the constant buffer
if (this.vertexConstantBuffer.IsEmpty())
{
var bufferDesc = new D3D11_BUFFER_DESC(
(uint)sizeof(Matrix4x4),
(uint)D3D11_BIND_FLAG.D3D11_BIND_CONSTANT_BUFFER,
D3D11_USAGE.D3D11_USAGE_DYNAMIC,
(uint)D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_WRITE);
fixed (ID3D11Buffer** ppBuffer = &this.vertexConstantBuffer.GetPinnableReference())
this.device.Get()->CreateBuffer(&bufferDesc, null, ppBuffer).ThrowOnError();
}
// Create the blending setup
if (this.blendState.IsEmpty())
{
var blendStateDesc = new D3D11_BLEND_DESC
{
RenderTarget =
{
e0 =
{
BlendEnable = true,
SrcBlend = D3D11_BLEND.D3D11_BLEND_SRC_ALPHA,
DestBlend = D3D11_BLEND.D3D11_BLEND_INV_SRC_ALPHA,
BlendOp = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD,
SrcBlendAlpha = D3D11_BLEND.D3D11_BLEND_INV_DEST_ALPHA,
DestBlendAlpha = D3D11_BLEND.D3D11_BLEND_ONE,
BlendOpAlpha = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD,
RenderTargetWriteMask = (byte)D3D11_COLOR_WRITE_ENABLE.D3D11_COLOR_WRITE_ENABLE_ALL,
},
},
};
fixed (ID3D11BlendState** ppBlendState = &this.blendState.GetPinnableReference())
this.device.Get()->CreateBlendState(&blendStateDesc, ppBlendState).ThrowOnError();
}
// Create the rasterizer state
if (this.rasterizerState.IsEmpty())
{
var rasterizerDesc = new D3D11_RASTERIZER_DESC
{
FillMode = D3D11_FILL_MODE.D3D11_FILL_SOLID,
CullMode = D3D11_CULL_MODE.D3D11_CULL_NONE,
ScissorEnable = true,
DepthClipEnable = true,
};
fixed (ID3D11RasterizerState** ppRasterizerState = &this.rasterizerState.GetPinnableReference())
this.device.Get()->CreateRasterizerState(&rasterizerDesc, ppRasterizerState).ThrowOnError();
}
// Create the depth-stencil State
if (this.depthStencilState.IsEmpty())
{
var dsDesc = new D3D11_DEPTH_STENCIL_DESC
{
DepthEnable = false,
DepthWriteMask = D3D11_DEPTH_WRITE_MASK.D3D11_DEPTH_WRITE_MASK_ALL,
DepthFunc = D3D11_COMPARISON_FUNC.D3D11_COMPARISON_ALWAYS,
StencilEnable = false,
StencilReadMask = byte.MaxValue,
StencilWriteMask = byte.MaxValue,
FrontFace =
{
StencilFailOp = D3D11_STENCIL_OP.D3D11_STENCIL_OP_KEEP,
StencilDepthFailOp = D3D11_STENCIL_OP.D3D11_STENCIL_OP_KEEP,
StencilPassOp = D3D11_STENCIL_OP.D3D11_STENCIL_OP_KEEP,
StencilFunc = D3D11_COMPARISON_FUNC.D3D11_COMPARISON_ALWAYS,
},
BackFace =
{
StencilFailOp = D3D11_STENCIL_OP.D3D11_STENCIL_OP_KEEP,
StencilDepthFailOp = D3D11_STENCIL_OP.D3D11_STENCIL_OP_KEEP,
StencilPassOp = D3D11_STENCIL_OP.D3D11_STENCIL_OP_KEEP,
StencilFunc = D3D11_COMPARISON_FUNC.D3D11_COMPARISON_ALWAYS,
},
};
fixed (ID3D11DepthStencilState** ppDepthStencilState = &this.depthStencilState.GetPinnableReference())
this.device.Get()->CreateDepthStencilState(&dsDesc, ppDepthStencilState).ThrowOnError();
}
this.CreateFontsTexture();
}
private void ReleaseUnmanagedResources()
{
if (this.releaseUnmanagedResourceCalled)
return;
this.releaseUnmanagedResourceCalled = true;
this.mainViewport.Dispose();
var vp = ImGui.GetPlatformIO().Viewports[0];
vp.RendererUserData = null;
ImGui.DestroyPlatformWindows();
this.viewportHandler.Dispose();
var io = ImGui.GetIO();
if (io.Handle->BackendRendererName == (void*)this.renderNamePtr)
io.Handle->BackendRendererName = null;
if (this.renderNamePtr != 0)
Marshal.FreeHGlobal(this.renderNamePtr);
foreach (var fontResourceView in this.fontTextures)
fontResourceView.Dispose();
foreach (var i in Enumerable.Range(0, io.Fonts.Textures.Size))
io.Fonts.SetTexID(i, ImTextureID.Null);
this.device.Reset();
this.context.Reset();
this.vertexShader.Reset();
this.pixelShader.Reset();
this.sampler.Reset();
this.inputLayout.Reset();
this.vertexConstantBuffer.Reset();
this.blendState.Reset();
this.rasterizerState.Reset();
this.depthStencilState.Reset();
this.vertexBuffer.Reset();
this.indexBuffer.Reset();
this.dcompDevice.Reset();
}
}