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https://github.com/WinampDesktop/winamp.git
synced 2025-06-15 15:05:46 -04:00
HostDisplay: Move imgui context creation to base class
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@ -36,7 +36,6 @@
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// DirectX data
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static ID3D11Device* g_pd3dDevice = NULL;
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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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@ -257,7 +256,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
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}
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static void ImGui_ImplDX11_CreateFontsTexture()
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void ImGui_ImplDX11_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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@ -266,6 +265,11 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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if (g_pFontTextureView)
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{
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g_pFontTextureView->Release();
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g_pFontTextureView = nullptr;
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}
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{
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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@ -301,6 +305,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
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// Create texture sampler
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if (!g_pFontSampler)
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{
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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@ -455,8 +460,6 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
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}
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ImGui_ImplDX11_CreateFontsTexture();
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return true;
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}
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@ -486,36 +489,15 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx11";
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g_pd3dDevice = device;
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g_pd3dDeviceContext = device_context;
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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IDXGIAdapter* pDXGIAdapter = NULL;
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IDXGIFactory* pFactory = NULL;
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if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
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if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
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if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
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{
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g_pd3dDevice = device;
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g_pd3dDeviceContext = device_context;
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g_pFactory = pFactory;
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}
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if (pDXGIDevice) pDXGIDevice->Release();
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if (pDXGIAdapter) pDXGIAdapter->Release();
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return true;
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return ImGui_ImplDX11_CreateDeviceObjects();
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}
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void ImGui_ImplDX11_Shutdown()
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{
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ImGui_ImplDX11_InvalidateDeviceObjects();
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if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
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g_pd3dDevice = NULL;
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g_pd3dDeviceContext = NULL;
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}
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void ImGui_ImplDX11_NewFrame()
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{
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if (!g_pFontSampler)
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ImGui_ImplDX11_CreateDeviceObjects();
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}
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