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#
# Copyright (C) 2014 OpenWrt.org
#
# This is free software, licensed under the GNU General Public License v2.
# See /LICENSE for more information.
#

include $(TOPDIR)/rules.mk

PKG_NAME:=f2fs-tools
PKG_VERSION:=1.11.0
PKG_RELEASE:=1

PKG_LICENSE:=GPLv2

PKG_SOURCE:=$(PKG_NAME)-$(PKG_VERSION).tar.gz
PKG_SOURCE_URL:=https://git.kernel.org/pub/scm/linux/kernel/git/jaegeuk/f2fs-tools.git/snapshot/
PKG_HASH:=b916ac7cda902502cf18de98da94921f71edbab40fb0437d757f0716191c79e3

PKG_FIXUP:=autoreconf
PKG_BUILD_PARALLEL:=1
PKG_INSTALL:=1

PKG_MAINTAINER:=Felix Fietkau <nbd@nbd.name>

include $(INCLUDE_DIR)/package.mk

define Package/f2fs-tools/Default
  SECTION:=utils
  CATEGORY:=Utilities
  SUBMENU:=Filesystem
  DEPENDS:=+libf2fs
  URL:=http://git.kernel.org/cgit/linux/kernel/git/jaegeuk/f2fs-tools.git
endef

define Package/mkf2fs
  $(Package/f2fs-tools/Default)
  TITLE:=Utility for creating a Flash-Friendly File System (F2FS)
endef

define Package/f2fsck
  $(Package/f2fs-tools/Default)
  TITLE:=Utility for checking/repairing a Flash-Friendly File System (F2FS)
endef

define Package/f2fs-tools
  $(Package/f2fs-tools/Default)
  TITLE:=Tools for Flash-Friendly File System (F2FS)
  DEPENDS += +mkf2fs +f2fsck
endef

define Package/libf2fs
  SECTION:=libs
  CATEGORY:=Libraries
  TITLE:=Library for Flash-Friendly File System (F2FS) tools
  DEPENDS:=+libuuid
endef

CONFIGURE_ARGS += \
	--without-selinux \
	--without-blkid

CONFIGURE_VARS += \
	ac_cv_file__git=no

define Package/libf2fs/install
	$(INSTALL_DIR) $(1)/usr/lib
	$(CP) \
		$(PKG_INSTALL_DIR)/usr/lib/libf2fs.so* $(1)/usr/lib/
endef

define Package/mkf2fs/install
	$(INSTALL_DIR) $(1)/usr/sbin
	$(INSTALL_BIN) $(PKG_INSTALL_DIR)/usr/sbin/mkfs.f2fs $(1)/usr/sbin
endef

define Package/f2fsck/install
	$(INSTALL_DIR) $(1)/usr/sbin

	$(INSTALL_BIN) $(PKG_INSTALL_DIR)/usr/sbin/fsck.f2fs $(1)/usr/sbin
	ln -s /usr/sbin/fsck.f2fs $(1)/usr/sbin/defrag.f2fs
	ln -s /usr/sbin/fsck.f2fs $(1)/usr/sbin/dump.f2fs
	ln -s /usr/sbin/fsck.f2fs $(1)/usr/sbin/sload.f2fs
	ln -s /usr/sbin/fsck.f2fs $(1)/usr/sbin/resize.f2fs
endef

define Package/f2fs-tools/install
	$(INSTALL_DIR) $(1)/usr/sbin
	$(INSTALL_BIN) $(PKG_INSTALL_DIR)/usr/sbin/f2fstat $(1)/usr/sbin
	$(INSTALL_BIN) $(PKG_INSTALL_DIR)/usr/sbin/fibmap.f2fs $(1)/usr/sbin
	$(INSTALL_BIN) $(PKG_INSTALL_DIR)/usr/sbin/parse.f2fs $(1)/usr/sbin
endef

$(eval $(call BuildPackage,libf2fs))
$(eval $(call BuildPackage,mkf2fs))
$(eval $(call BuildPackage,f2fsck))
$(eval $(call BuildPackage,f2fs-tools))
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
// dear imgui: Renderer for DirectX11
// This needs to be used along with a Platform Binding (e.g. Win32)

// Implemented features:
//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.

// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
// https://github.com/ocornut/imgui

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
//  2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
//  2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
//  2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
//  2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
//  2016-05-07: DirectX11: Disabling depth-write.

#include "imgui.h"
#include "imgui_impl_dx11.h"

// DirectX
#include <stdio.h>
#include <d3d11.h>
#include <d3dcompiler.h>

// DirectX data
static ID3D11Device*            g_pd3dDevice = NULL;
static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
static IDXGIFactory*            g_pFactory = NULL;
static ID3D11Buffer*            g_pVB = NULL;
static ID3D11Buffer*            g_pIB = NULL;
static ID3D10Blob*              g_pVertexShaderBlob = NULL;
static ID3D11VertexShader*      g_pVertexShader = NULL;
static ID3D11InputLayout*       g_pInputLayout = NULL;
static ID3D11Buffer*            g_pVertexConstantBuffer = NULL;
static ID3D10Blob*              g_pPixelShaderBlob = NULL;
static ID3D11PixelShader*       g_pPixelShader = NULL;
static ID3D11SamplerState*      g_pFontSampler = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11RasterizerState*   g_pRasterizerState = NULL;
static ID3D11BlendState*        g_pBlendState = NULL;
static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;

struct VERTEX_CONSTANT_BUFFER
{
    float   mvp[4][4];
};

// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
    ID3D11DeviceContext* ctx = g_pd3dDeviceContext;

    // Create and grow vertex/index buffers if needed
    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
    {
        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
        D3D11_BUFFER_DESC desc;
        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
        desc.Usage = D3D11_USAGE_DYNAMIC;
        desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
        desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        desc.MiscFlags = 0;
        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
            return;
    }
    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
    {
        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
        D3D11_BUFFER_DESC desc;
        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
        desc.Usage = D3D11_USAGE_DYNAMIC;
        desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
        desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
            return;
    }

    // Copy and convert all vertices into a single contiguous buffer
    D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
    if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
        return;
    if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
        return;
    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
        vtx_dst += cmd_list->VtxBuffer.Size;
        idx_dst += cmd_list->IdxBuffer.Size;
    }
    ctx->Unmap(g_pVB, 0);
    ctx->Unmap(g_pIB, 0);

    // Setup orthographic projection matrix into our constant buffer
    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). 
    {
        D3D11_MAPPED_SUBRESOURCE mapped_resource;
        if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
            return;
        VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
        float L = draw_data->DisplayPos.x;
        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
        float T = draw_data->DisplayPos.y;
        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
        float mvp[4][4] =
        {
            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
            { 0.0f,         0.0f,           0.5f,       0.0f },
            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
        };
        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
        ctx->Unmap(g_pVertexConstantBuffer, 0);
    }

    // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
    struct BACKUP_DX11_STATE
    {
        UINT                        ScissorRectsCount, ViewportsCount;
        D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
        D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
        ID3D11RasterizerState*      RS;
        ID3D11BlendState*           BlendState;
        FLOAT                       BlendFactor[4];
        UINT                        SampleMask;
        UINT                        StencilRef;
        ID3D11DepthStencilState*    DepthStencilState;
        ID3D11ShaderResourceView*   PSShaderResource;
        ID3D11SamplerState*         PSSampler;
        ID3D11PixelShader*          PS;
        ID3D11VertexShader*         VS;
        UINT                        PSInstancesCount, VSInstancesCount;
        ID3D11ClassInstance*        PSInstances[256], *VSInstances[256];   // 256 is max according to PSSetShader documentation
        D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
        ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
        UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
        DXGI_FORMAT                 IndexBufferFormat;
        ID3D11InputLayout*          InputLayout;
    };
    BACKUP_DX11_STATE old;
    old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
    ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
    ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
    ctx->RSGetState(&old.RS);
    ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
    ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
    ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
    ctx->PSGetSamplers(0, 1, &old.PSSampler);
    old.PSInstancesCount = old.VSInstancesCount = 256;
    ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
    ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
    ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
    ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
    ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
    ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
    ctx->IAGetInputLayout(&old.InputLayout);

    // Setup viewport
    D3D11_VIEWPORT vp;
    memset(&vp, 0, sizeof(D3D11_VIEWPORT));
    vp.Width =  draw_data->DisplaySize.x;
    vp.Height = draw_data->DisplaySize.y;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = vp.TopLeftY = 0;
    ctx->RSSetViewports(1, &vp);

    // Bind shader and vertex buffers
    unsigned int stride = sizeof(ImDrawVert);
    unsigned int offset = 0;
    ctx->IASetInputLayout(g_pInputLayout);
    ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
    ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
    ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    ctx->VSSetShader(g_pVertexShader, NULL, 0);
    ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
    ctx->PSSetShader(g_pPixelShader, NULL, 0);
    ctx->PSSetSamplers(0, 1, &g_pFontSampler);

    // Setup render state
    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
    ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
    ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
    ctx->RSSetState(g_pRasterizerState);

    // Render command lists
    int vtx_offset = 0;
    int idx_offset = 0;
    ImVec2 pos = draw_data->DisplayPos;
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
        {
            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
            if (pcmd->UserCallback)
            {
                // User callback (registered via ImDrawList::AddCallback)
                pcmd->UserCallback(cmd_list, pcmd);
            }
            else
            {
                // Apply scissor/clipping rectangle
                const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
                ctx->RSSetScissorRects(1, &r);

                // Bind texture, Draw
                ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
                ctx->PSSetShaderResources(0, 1, &texture_srv);
                ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
            }
            idx_offset += pcmd->ElemCount;
        }
        vtx_offset += cmd_list->VtxBuffer.Size;
    }

    // Restore modified DX state
    ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
    ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
    ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
    ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
    ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
    ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
    ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
    ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
    for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
    ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
    ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
    for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
    ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
    ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
    ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
    ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}

static void ImGui_ImplDX11_CreateFontsTexture()
{
    // Build texture atlas
    ImGuiIO& io = ImGui::GetIO();
    unsigned char* pixels;
    int width, height;
    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);

    // Upload texture to graphics system
    {
        D3D11_TEXTURE2D_DESC desc;
        ZeroMemory(&desc, sizeof(desc));
        desc.Width = width;
        desc.Height = height;
        desc.MipLevels = 1;
        desc.ArraySize = 1;
        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        desc.SampleDesc.Count = 1;
        desc.Usage = D3D11_USAGE_DEFAULT;
        desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
        desc.CPUAccessFlags = 0;

        ID3D11Texture2D *pTexture = NULL;
        D3D11_SUBRESOURCE_DATA subResource;
        subResource.pSysMem = pixels;
        subResource.SysMemPitch = desc.Width * 4;
        subResource.SysMemSlicePitch = 0;
        g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);

        // Create texture view
        D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
        ZeroMemory(&srvDesc, sizeof(srvDesc));
        srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
        srvDesc.Texture2D.MipLevels = desc.MipLevels;
        srvDesc.Texture2D.MostDetailedMip = 0;
        g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
        pTexture->Release();
    }

    // Store our identifier
    io.Fonts->TexID = (ImTextureID)g_pFontTextureView;

    // Create texture sampler
    {
        D3D11_SAMPLER_DESC desc;
        ZeroMemory(&desc, sizeof(desc));
        desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
        desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
        desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
        desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
        desc.MipLODBias = 0.f;
        desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
        desc.MinLOD = 0.f;
        desc.MaxLOD = 0.f;
        g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
    }
}

bool    ImGui_ImplDX11_CreateDeviceObjects()
{
    if (!g_pd3dDevice)
        return false;
    if (g_pFontSampler)
        ImGui_ImplDX11_InvalidateDeviceObjects();

    // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
    // If you would like to use this DX11 sample code but remove this dependency you can: 
    //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
    //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. 
    // See https://github.com/ocornut/imgui/pull/638 for sources and details.

    // Create the vertex shader
    {
        static const char* vertexShader =
            "cbuffer vertexBuffer : register(b0) \
            {\
            float4x4 ProjectionMatrix; \
            };\
            struct VS_INPUT\
            {\
            float2 pos : POSITION;\
            float4 col : COLOR0;\
            float2 uv  : TEXCOORD0;\
            };\
            \
            struct PS_INPUT\
            {\
            float4 pos : SV_POSITION;\
            float4 col : COLOR0;\
            float2 uv  : TEXCOORD0;\
            };\
            \
            PS_INPUT main(VS_INPUT input)\
            {\
            PS_INPUT output;\
            output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
            output.col = input.col;\
            output.uv  = input.uv;\
            return output;\
            }";

        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
        if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
            return false;
        if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
            return false;

        // Create the input layout
        D3D11_INPUT_ELEMENT_DESC local_layout[] = 
        {
            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
        };
        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
            return false;

        // Create the constant buffer
        {
            D3D11_BUFFER_DESC desc;
            desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
            desc.Usage = D3D11_USAGE_DYNAMIC;
            desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
            desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
            desc.MiscFlags = 0;
            g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
        }
    }

    // Create the pixel shader
    {
        static const char* pixelShader =
            "struct PS_INPUT\
            {\
            float4 pos : SV_POSITION;\
            float4 col : COLOR0;\
            float2 uv  : TEXCOORD0;\
            };\
            sampler sampler0;\
            Texture2D texture0;\
            \
            float4 main(PS_INPUT input) : SV_Target\
            {\
            float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
            return out_col; \
            }";

        D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
        if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
            return false;
        if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
            return false;
    }

    // Create the blending setup
    {
        D3D11_BLEND_DESC desc;
        ZeroMemory(&desc, sizeof(desc));
        desc.AlphaToCoverageEnable = false;
        desc.RenderTarget[0].BlendEnable = true;
        desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
        desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
        desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
        desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
        desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
        desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
        desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
        g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
    }

    // Create the rasterizer state
    {
        D3D11_RASTERIZER_DESC desc;
        ZeroMemory(&desc, sizeof(desc));
        desc.FillMode = D3D11_FILL_SOLID;
        desc.CullMode = D3D11_CULL_NONE;
        desc.ScissorEnable = true;
        desc.DepthClipEnable = true;
        g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
    }

    // Create depth-stencil State
    {
        D3D11_DEPTH_STENCIL_DESC desc;
        ZeroMemory(&desc, sizeof(desc));
        desc.DepthEnable = false;
        desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
        desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
        desc.StencilEnable = false;
        desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
        desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
        desc.BackFace = desc.FrontFace;
        g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
    }

    ImGui_ImplDX11_CreateFontsTexture();

    return true;
}

void    ImGui_ImplDX11_InvalidateDeviceObjects()
{
    if (!g_pd3dDevice)
        return;

    if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
    if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
    if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
    if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }

    if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
    if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
    if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
    if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
    if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
    if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
    if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
    if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
    if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
}

bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
    // Get factory from device
    IDXGIDevice* pDXGIDevice = NULL;
    IDXGIAdapter* pDXGIAdapter = NULL;
    IDXGIFactory* pFactory = NULL;

    if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
        if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
            if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
            {
                g_pd3dDevice = device;
                g_pd3dDeviceContext = device_context;
                g_pFactory = pFactory;
            }
    if (pDXGIDevice) pDXGIDevice->Release();
    if (pDXGIAdapter) pDXGIAdapter->Release();

    return true;
}

void ImGui_ImplDX11_Shutdown()
{
    ImGui_ImplDX11_InvalidateDeviceObjects();
    if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
    g_pd3dDevice = NULL;
    g_pd3dDeviceContext = NULL;
}

void ImGui_ImplDX11_NewFrame()
{
    if (!g_pFontSampler)
        ImGui_ImplDX11_CreateDeviceObjects();
}