diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index f0e57f721..15dbed200 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -34,6 +34,7 @@ static ID3D10SamplerState* g_pFontSampler = NULL; static ID3D10ShaderResourceView*g_pFontTextureView = NULL; static ID3D10RasterizerState* g_pRasterizerState = NULL; static ID3D10BlendState* g_pBlendState = NULL; +static ID3D10DepthStencilState* g_pDepthStencilState = NULL; static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; struct VERTEX_CONSTANT_BUFFER @@ -125,6 +126,8 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) ID3D10BlendState* BlendState; FLOAT BlendFactor[4]; UINT SampleMask; + UINT StencilRef; + ID3D10DepthStencilState* DepthStencilState; ID3D10ShaderResourceView* PSShaderResource; ID3D10SamplerState* PSSampler; ID3D10PixelShader* PS; @@ -141,6 +144,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) 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); ctx->PSGetShader(&old.PS); @@ -176,6 +180,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) // 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 @@ -208,6 +213,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) 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); if (old.PS) old.PS->Release(); @@ -447,6 +453,20 @@ bool ImGui_ImplDX10_CreateDeviceObjects() g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); } + // Create depth-stencil State + { + D3D10_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D10_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + } + ImGui_ImplDX10_CreateFontsTexture(); return true; @@ -463,6 +483,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() 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; }