forked from Averta047/imfx
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathimfx_impl_dx11.cpp
More file actions
622 lines (524 loc) · 21.2 KB
/
Copy pathimfx_impl_dx11.cpp
File metadata and controls
622 lines (524 loc) · 21.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
//================================================================//
//
// Author: Averta047 x Cluade Sonnet 4.6
// Purpose: ImFX DX11 backend implementation
//
//================================================================//
#include "imfx_impl_dx11.h"
#include "imgui_internal.h"
#include <d3dcompiler.h>
#pragma comment(lib, "d3dcompiler.lib")
//================================================================//
// Default built-in shaders
//================================================================//
static const char* g_ImFXDefaultVertexSrc = R"(
struct VS_OUTPUT
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
VS_OUTPUT main(uint id : SV_VertexID)
{
float2 uv = float2((id << 1) & 2, id & 2);
VS_OUTPUT o;
o.uv = uv;
o.pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
return o;
}
)";
// Built-in fluid effect - used by DefaultEffect.
// To swap: call ImFX::CreateEffectFromString with your own src.
static const char* g_ImFXDefaultPixelSrc = R"(
cbuffer ImFXParamCB : register(b0)
{
float2 Resolution;
float Time;
float Speed;
float Scale;
float Density;
float2 _Pad;
float4 ColorA;
float4 ColorB;
};
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float hash21(float2 p)
{
p = frac(p * float2(127.1, 311.7));
p += dot(p, p + 17.5);
return frac(p.x * p.y);
}
float vnoise(float2 p)
{
float2 i = floor(p);
float2 f = frac(p);
float2 u = f * f * (3.0 - 2.0 * f);
return lerp(
lerp(hash21(i), hash21(i + float2(1, 0)), u.x),
lerp(hash21(i + float2(0, 1)), hash21(i + float2(1, 1)), u.x),
u.y);
}
float fbm(float2 p)
{
float v = 0.0, a = 0.5;
[unroll]
for (int o = 0; o < 5; ++o)
{
v += a * vnoise(p);
p = p * 2.03 + float2(1.7, 9.2);
a *= 0.5;
}
return v;
}
float4 main(PS_INPUT i) : SV_TARGET
{
float t = Time * Speed * 0.4;
float ar = Resolution.x / max(Resolution.y, 1.0);
float2 p = i.uv * float2(ar, 1.0) * Scale;
float2 warp = float2(fbm(p + float2(0.0, t)),
fbm(p + float2(5.2, t + 1.3)));
float n = fbm(p + warp + float2(t * 0.5, 0.0));
float s = saturate(n + Density);
float3 col = lerp(ColorA.rgb, ColorB.rgb, s);
float alpha = lerp(ColorA.a, ColorB.a, s);
float2 vig = i.uv * 2.0 - 1.0;
col *= 1.0 - dot(vig, vig) * 0.15;
return float4(saturate(col), alpha);
}
)";
//================================================================//
// Internal structs
//================================================================//
// CPU-side mirror of the HLSL constant buffer.
// Layout must match cbuffer ImFXParamCB exactly.
struct alignas(16) ImFX_ImplDX11_ParamCB
{
float Resolution[2]; // 8
float Time; // 4
float Speed; // 4 -> row 0 end
float Scale; // 4
float Density; // 4
float _Pad[2]; // 8 -> row 1 end
float ColorA[4]; // 16 -> row 2 end
float ColorB[4]; // 16 -> row 3 end
};
static_assert(sizeof(ImFX_ImplDX11_ParamCB) == 64, "ImFX_ImplDX11_ParamCB must be 64 bytes");
// Per-effect D3D11 resources.
// Lives behind ImFXEffect::_BackendData as a void*.
// Allocated lazily on first UpdateEffects call for that effect.
struct ImFX_ImplDX11_EffectData
{
ID3D11Texture2D* ResolveTarget; // 1x sample, SRV source
ID3D11ShaderResourceView* Srv; // Exposed via effect->GetTexture()
ID3D11Texture2D* MsaaTarget; // MSAA render target
ID3D11RenderTargetView* MsaaRtv;
UINT SampleCount;
ID3D11PixelShader* Ps; // Compiled from effect's SourceBuffer
ID3D11Buffer* ParamCb;
float Time;
ImVec2 LastSize; // Detect size changes -> RT rebuild
ImFX_ImplDX11_EffectData()
{
memset(this, 0, sizeof(*this));
SampleCount = 1;
}
};
// Global backend state - one per application.
// Stored in ImFXContext::_BackendRendererUserData.
struct ImFX_ImplDX11_Data
{
ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext;
// Shared across all effects
ID3D11VertexShader* CommonVs;
ID3D11RasterizerState* RsState;
ID3D11DepthStencilState* DsState;
ID3D11BlendState* BlendState;
ID3D11SamplerState* BackBufferSampler; // Linear-clamp; bound to s0 when BackBufferSrv is set
static const DXGI_FORMAT RTFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
ImFX_ImplDX11_Data()
{
memset(this, 0, sizeof(*this));
}
};
//================================================================//
// Internal helpers
//================================================================//
static ImFX_ImplDX11_Data* ImFX_ImplDX11_GetBackendData()
{
ImFXContext* ctx = ImFX::GetContext();
return ctx ? (ImFX_ImplDX11_Data*)ctx->_BackendRendererUserData : nullptr;
}
static bool ImFX_ImplDX11_CompileShader(
const char* pSrc,
const char* pEntry,
const char* pTarget,
ID3DBlob** ppBlob)
{
UINT flags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined(_DEBUG)
flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#else
flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
#endif
ID3DBlob* pError = nullptr;
HRESULT hr = D3DCompile(
pSrc, strlen(pSrc), nullptr, nullptr, nullptr,
pEntry, pTarget, flags, 0, ppBlob, &pError
);
if (FAILED(hr) && pError)
{
// Surface the HLSL error message via IM_ASSERT so it shows
// in debug output without a hard crash
IM_ASSERT_USER_ERROR(false, (const char*)pError->GetBufferPointer());
pError->Release();
}
else if (pError)
{
pError->Release();
}
return SUCCEEDED(hr);
}
static bool ImFX_ImplDX11_CreateRenderTarget(ImFX_ImplDX11_Data* bd, ImFX_ImplDX11_EffectData* ed, ImVec2 size)
{
UINT w = (UINT)size.x;
UINT h = (UINT)size.y;
IM_ASSERT(w > 0 && h > 0 && "ImFX: effect Size must be > 0");
// Find best supported MSAA level
ed->SampleCount = 1;
for (UINT s = 4; s > 1; s >>= 1)
{
UINT q = 0;
if (SUCCEEDED(bd->Device->CheckMultisampleQualityLevels(bd->RTFormat, s, &q)) && q > 0)
{
ed->SampleCount = s;
break;
}
}
// Resolve target - 1x sample, SRV-capable
{
D3D11_TEXTURE2D_DESC d = {};
d.Width = w;
d.Height = h;
d.MipLevels = 1;
d.ArraySize = 1;
d.Format = bd->RTFormat;
d.SampleDesc.Count = 1;
d.Usage = D3D11_USAGE_DEFAULT;
d.BindFlags = D3D11_BIND_SHADER_RESOURCE;
if (FAILED(bd->Device->CreateTexture2D(&d, nullptr, &ed->ResolveTarget)))
return false;
D3D11_SHADER_RESOURCE_VIEW_DESC sd = {};
sd.Format = bd->RTFormat;
sd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
sd.Texture2D.MipLevels = 1;
if (FAILED(bd->Device->CreateShaderResourceView(ed->ResolveTarget, &sd, &ed->Srv)))
return false;
}
// MSAA render target
{
D3D11_TEXTURE2D_DESC d = {};
d.Width = w;
d.Height = h;
d.MipLevels = 1;
d.ArraySize = 1;
d.Format = bd->RTFormat;
d.SampleDesc.Count = ed->SampleCount;
d.SampleDesc.Quality = 0;
d.Usage = D3D11_USAGE_DEFAULT;
d.BindFlags = D3D11_BIND_RENDER_TARGET;
if (FAILED(bd->Device->CreateTexture2D(&d, nullptr, &ed->MsaaTarget)))
return false;
D3D11_RENDER_TARGET_VIEW_DESC rd = {};
rd.Format = bd->RTFormat;
rd.ViewDimension = (ed->SampleCount > 1)
? D3D11_RTV_DIMENSION_TEXTURE2DMS
: D3D11_RTV_DIMENSION_TEXTURE2D;
if (FAILED(bd->Device->CreateRenderTargetView(ed->MsaaTarget, &rd, &ed->MsaaRtv)))
return false;
}
ed->LastSize = size;
return true;
}
static void ImFX_ImplDX11_DestroyRenderTarget(ImFX_ImplDX11_EffectData* ed)
{
if (ed->MsaaRtv) { ed->MsaaRtv->Release(); ed->MsaaRtv = nullptr; }
if (ed->MsaaTarget) { ed->MsaaTarget->Release(); ed->MsaaTarget = nullptr; }
if (ed->Srv) { ed->Srv->Release(); ed->Srv = nullptr; }
if (ed->ResolveTarget){ ed->ResolveTarget->Release(); ed->ResolveTarget= nullptr; }
}
static bool ImFX_ImplDX11_InitEffectData(ImFX_ImplDX11_Data* bd, ImFXEffect* effect, ImFX_ImplDX11_EffectData* ed)
{
// Compile pixel shader from effect's source buffer
const char* pSrc = effect->SourceBuffer.Data;
IM_ASSERT(pSrc != nullptr && "ImFX: effect has no shader source");
ID3DBlob* pBlob = nullptr;
if (!ImFX_ImplDX11_CompileShader(pSrc, "main", "ps_5_0", &pBlob))
{
effect->_BackendFlags |= ImFXEffectBackendFlags_CompileError;
return false;
}
HRESULT hr = bd->Device->CreatePixelShader(
pBlob->GetBufferPointer(), pBlob->GetBufferSize(), nullptr, &ed->Ps);
pBlob->Release();
if (FAILED(hr))
{
effect->_BackendFlags |= ImFXEffectBackendFlags_CompileError;
return false;
}
// Per-effect constant buffer
{
ImFX_ImplDX11_ParamCB zero = {};
D3D11_BUFFER_DESC d = {};
d.ByteWidth = sizeof(ImFX_ImplDX11_ParamCB);
d.Usage = D3D11_USAGE_DEFAULT;
d.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
D3D11_SUBRESOURCE_DATA init = {};
init.pSysMem = &zero;
if (FAILED(bd->Device->CreateBuffer(&d, &init, &ed->ParamCb)))
return false;
}
if (!ImFX_ImplDX11_CreateRenderTarget(bd, ed, effect->Size))
return false;
effect->_BackendFlags |= ImFXEffectBackendFlags_Ready;
return true;
}
static void ImFX_ImplDX11_DestroyEffectData(ImFXEffect* effect)
{
if (effect->_BackendData == nullptr)
return;
ImFX_ImplDX11_EffectData* ed = (ImFX_ImplDX11_EffectData*)effect->_BackendData;
ImFX_ImplDX11_DestroyRenderTarget(ed);
if (ed->Ps) { ed->Ps->Release(); ed->Ps = nullptr; }
if (ed->ParamCb) { ed->ParamCb->Release(); ed->ParamCb = nullptr; }
IM_DELETE(ed);
effect->_BackendData = nullptr;
effect->_TextureID = ImTextureID_Invalid;
effect->_BackendFlags = ImFXEffectBackendFlags_None;
}
//================================================================//
// Public API
//================================================================//
bool ImFX_ImplDX11_Init(ImFX_ImplDX11_InitInfo* info)
{
IM_ASSERT(info != nullptr);
IM_ASSERT(info->Device != nullptr && "ImFX_ImplDX11_Init: Device is null");
IM_ASSERT(info->DeviceContext != nullptr && "ImFX_ImplDX11_Init: DeviceContext is null");
ImFXContext* ctx = ImFX::GetContext();
IM_ASSERT(ctx != nullptr && "ImFX_ImplDX11_Init: call ImFX::CreateContext() first");
IM_ASSERT(ctx->_BackendRendererUserData == nullptr && "ImFX_ImplDX11_Init: already initialized");
ImFX_ImplDX11_Data* bd = IM_NEW(ImFX_ImplDX11_Data);
bd->Device = info->Device;
bd->DeviceContext = info->DeviceContext;
ctx->_BackendRendererUserData = bd;
// ---- Compile shared vertex shader ----------------------------------------
{
ID3DBlob* pBlob = nullptr;
if (!ImFX_ImplDX11_CompileShader(g_ImFXDefaultVertexSrc, "main", "vs_5_0", &pBlob))
{
IM_ASSERT(false && "ImFX_ImplDX11_Init: failed to compile built-in vertex shader");
return false;
}
HRESULT hr = bd->Device->CreateVertexShader(
pBlob->GetBufferPointer(), pBlob->GetBufferSize(), nullptr, &bd->CommonVs);
pBlob->Release();
if (FAILED(hr)) return false;
}
// ---- Shared pipeline states ----------------------------------------------
{
D3D11_RASTERIZER_DESC d = {};
d.FillMode = D3D11_FILL_SOLID;
d.CullMode = D3D11_CULL_NONE;
if (FAILED(bd->Device->CreateRasterizerState(&d, &bd->RsState))) return false;
}
{
D3D11_DEPTH_STENCIL_DESC d = {};
d.DepthEnable = FALSE;
d.StencilEnable = FALSE;
if (FAILED(bd->Device->CreateDepthStencilState(&d, &bd->DsState))) return false;
}
{
// Opaque blend - shader outputs RGBA directly including alpha.
// ImGui::Image() composites using its own blend state.
D3D11_BLEND_DESC d = {};
d.RenderTarget[0].BlendEnable = FALSE;
d.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
if (FAILED(bd->Device->CreateBlendState(&d, &bd->BlendState))) return false;
}
// ---- Back-buffer sampler (linear clamp, bound to s0) --------------------
{
D3D11_SAMPLER_DESC d = {};
d.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
d.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
d.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
d.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
d.ComparisonFunc = D3D11_COMPARISON_NEVER;
d.MaxLOD = D3D11_FLOAT32_MAX;
if (FAILED(bd->Device->CreateSamplerState(&d, &bd->BackBufferSampler))) return false;
}
// ---- Default built-in effect ---------------------------------------------
if (info->CreateDefaultEffect)
{
ImFXEffect* def = ImFX::CreateEffectFromString(
g_ImFXDefaultPixelSrc, ImFXShaderLang_HLSL, info->DefaultEffectSize);
ctx->DefaultEffect = def;
}
return true;
}
void ImFX_ImplDX11_Shutdown()
{
ImFX_ImplDX11_Data* bd = ImFX_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "ImFX_ImplDX11_Shutdown: backend not initialized");
ImFXContext* ctx = ImFX::GetContext();
// Destroy per-effect D3D11 resources
if (ctx)
for (int i = 0; i < ctx->Effects.Size; i++)
ImFX_ImplDX11_DestroyEffectData(ctx->Effects[i]);
if (bd->BlendState) { bd->BlendState->Release(); bd->BlendState = nullptr; }
if (bd->DsState) { bd->DsState->Release(); bd->DsState = nullptr; }
if (bd->RsState) { bd->RsState->Release(); bd->RsState = nullptr; }
if (bd->CommonVs) { bd->CommonVs->Release(); bd->CommonVs = nullptr; }
if (bd->BackBufferSampler) { bd->BackBufferSampler->Release(); bd->BackBufferSampler = nullptr; }
if (ctx)
ctx->_BackendRendererUserData = nullptr;
IM_DELETE(bd);
}
void ImFX_ImplDX11_NewFrame()
{
ImFX_ImplDX11_Data* bd = ImFX_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "ImFX_ImplDX11_NewFrame: call ImFX_ImplDX11_Init() first");
// Reserved for future per-frame global state resets
}
void ImFX_ImplDX11_UpdateEffects(ImFXContext* ctx)
{
IM_ASSERT(ctx != nullptr && "ImFX_ImplDX11_UpdateEffects: context is null");
ImFX_ImplDX11_Data* bd = ImFX_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "ImFX_ImplDX11_UpdateEffects: backend not initialized");
ID3D11DeviceContext* dc = bd->DeviceContext;
const float dt = ImGui::GetIO().DeltaTime;
// ---- Save caller render state -------------------------------------------
ID3D11RenderTargetView* pOldRtv = nullptr;
ID3D11DepthStencilView* pOldDsv = nullptr;
D3D11_VIEWPORT oldVp = {};
UINT uVpCount = 1;
dc->OMGetRenderTargets(1, &pOldRtv, &pOldDsv);
dc->RSGetViewports(&uVpCount, &oldVp);
// ---- Set shared pipeline state once -------------------------------------
dc->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
dc->IASetInputLayout(nullptr);
dc->IASetVertexBuffers(0, 0, nullptr, nullptr, nullptr);
dc->IASetIndexBuffer(nullptr, DXGI_FORMAT_UNKNOWN, 0);
dc->VSSetShader(bd->CommonVs, nullptr, 0);
dc->RSSetState(bd->RsState);
dc->OMSetDepthStencilState(bd->DsState, 0);
float blendFactor[4] = {};
dc->OMSetBlendState(bd->BlendState, blendFactor, 0xFFFFFFFF);
// ---- Process each effect ------------------------------------------------
for (int i = 0; i < ctx->Effects.Size; i++)
{
ImFXEffect* effect = ctx->Effects[i];
// Skip effects flagged incompatible or failed to compile
if (effect->_BackendFlags & ImFXEffectBackendFlags_Incompatible)
continue;
if (effect->_BackendFlags & ImFXEffectBackendFlags_CompileError)
continue;
// Validate shader language against this backend
if (effect->ShaderLang != ImFXShaderLang_HLSL &&
effect->ShaderLang != ImFXShaderLang_CSO &&
effect->ShaderLang != ImFXShaderLang_Unknown)
{
effect->_BackendFlags |= ImFXEffectBackendFlags_Incompatible;
continue;
}
// Lazy-init per-effect D3D11 resources
if (effect->_BackendData == nullptr)
{
ImFX_ImplDX11_EffectData* ed = IM_NEW(ImFX_ImplDX11_EffectData);
effect->_BackendData = ed;
if (!ImFX_ImplDX11_InitEffectData(bd, effect, ed))
continue;
}
ImFX_ImplDX11_EffectData* ed = (ImFX_ImplDX11_EffectData*)effect->_BackendData;
// Rebuild render target if size changed
if (effect->Size.x != ed->LastSize.x || effect->Size.y != ed->LastSize.y)
{
ImFX_ImplDX11_DestroyRenderTarget(ed);
if (!ImFX_ImplDX11_CreateRenderTarget(bd, ed, effect->Size))
continue;
}
// Advance time
ed->Time += dt;
// Upload constant buffer
{
ImFX_ImplDX11_ParamCB cb = {};
cb.Resolution[0] = effect->Size.x;
cb.Resolution[1] = effect->Size.y;
cb.Time = ed->Time;
cb.Speed = effect->Speed;
cb.Scale = effect->Scale;
cb.Density = effect->Density;
cb.ColorA[0] = effect->ColorA.x;
cb.ColorA[1] = effect->ColorA.y;
cb.ColorA[2] = effect->ColorA.z;
cb.ColorA[3] = effect->ColorA.w;
cb.ColorB[0] = effect->ColorB.x;
cb.ColorB[1] = effect->ColorB.y;
cb.ColorB[2] = effect->ColorB.z;
cb.ColorB[3] = effect->ColorB.w;
dc->UpdateSubresource(ed->ParamCb, 0, nullptr, &cb, 0, 0);
}
// Bind effect render target
dc->OMSetRenderTargets(1, &ed->MsaaRtv, nullptr);
D3D11_VIEWPORT vp = {};
vp.Width = effect->Size.x;
vp.Height = effect->Size.y;
vp.MaxDepth = 1.0f;
dc->RSSetViewports(1, &vp);
// Bind effect pixel shader + constant buffer
dc->PSSetShader(ed->Ps, nullptr, 0);
dc->PSSetConstantBuffers(0, 1, &ed->ParamCb);
// Back-buffer capture: bind caller-supplied SRV to t0 / s0 this frame.
// We bind regardless of whether it's null - binding null is a valid
// unbind and keeps the slot in a defined state.
{
ID3D11ShaderResourceView* pBbSrv = (ID3D11ShaderResourceView*)effect->BackBufferSrv;
dc->PSSetShaderResources(0, 1, &pBbSrv);
if (pBbSrv != nullptr)
{
dc->PSSetSamplers(0, 1, &bd->BackBufferSampler);
effect->_BackendFlags |= ImFXEffectBackendFlags_BackBufferBound;
}
else
{
effect->_BackendFlags &= ~ImFXEffectBackendFlags_BackBufferBound;
}
}
// Draw fullscreen triangle - VS generates it from SV_VertexID
dc->Draw(3, 0);
// Unbind t0 so the SRV doesn't linger as a PS input (DX11 debug layer
// will warn if the same texture is later bound as an RTV).
{
ID3D11ShaderResourceView* pNull = nullptr;
dc->PSSetShaderResources(0, 1, &pNull);
}
// Consume the pointer - user must re-assign next frame.
effect->BackBufferSrv = nullptr;
// Resolve MSAA into the SRV-compatible texture
if (ed->SampleCount > 1)
dc->ResolveSubresource(ed->ResolveTarget, 0, ed->MsaaTarget, 0, bd->RTFormat);
else
dc->CopySubresourceRegion(ed->ResolveTarget, 0, 0, 0, 0, ed->MsaaTarget, 0, nullptr);
// Write output texture ID - user reads this via effect->GetTexture()
effect->_TextureID = (ImTextureID)ed->Srv;
}
// ---- Restore caller render state ----------------------------------------
dc->OMSetRenderTargets(1, &pOldRtv, pOldDsv);
if (uVpCount > 0)
dc->RSSetViewports(1, &oldVp);
// Release the refs OMGetRenderTargets added
if (pOldRtv) pOldRtv->Release();
if (pOldDsv) pOldDsv->Release();
}