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Diffstat (limited to 'nuklear/demo/d3d11/nuklear_d3d11.h')
-rw-r--r--nuklear/demo/d3d11/nuklear_d3d11.h617
1 files changed, 617 insertions, 0 deletions
diff --git a/nuklear/demo/d3d11/nuklear_d3d11.h b/nuklear/demo/d3d11/nuklear_d3d11.h
new file mode 100644
index 0000000..efddf0d
--- /dev/null
+++ b/nuklear/demo/d3d11/nuklear_d3d11.h
@@ -0,0 +1,617 @@
+/*
+ * Nuklear - v1.17 - public domain
+ * no warrenty implied; use at your own risk.
+ * authored from 2015-2016 by Micha Mettke
+ */
+/*
+ * ==============================================================
+ *
+ * API
+ *
+ * ===============================================================
+ */
+#ifndef NK_D3D11_H_
+#define NK_D3D11_H_
+
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+
+typedef struct ID3D11Device ID3D11Device;
+typedef struct ID3D11DeviceContext ID3D11DeviceContext;
+
+NK_API struct nk_context *nk_d3d11_init(ID3D11Device *device, int width, int height, unsigned int max_vertex_buffer, unsigned int max_index_buffer);
+NK_API void nk_d3d11_font_stash_begin(struct nk_font_atlas **atlas);
+NK_API void nk_d3d11_font_stash_end(void);
+NK_API int nk_d3d11_handle_event(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);
+NK_API void nk_d3d11_render(ID3D11DeviceContext *context, enum nk_anti_aliasing);
+NK_API void nk_d3d11_resize(ID3D11DeviceContext *context, int width, int height);
+NK_API void nk_d3d11_shutdown(void);
+
+#endif
+/*
+ * ==============================================================
+ *
+ * IMPLEMENTATION
+ *
+ * ===============================================================
+ */
+#ifdef NK_D3D11_IMPLEMENTATION
+
+#define WIN32_LEAN_AND_MEAN
+#define COBJMACROS
+#include <d3d11.h>
+
+#include <stddef.h>
+#include <string.h>
+#include <float.h>
+#include <assert.h>
+
+#include "nuklear_d3d11_vertex_shader.h"
+#include "nuklear_d3d11_pixel_shader.h"
+
+struct nk_d3d11_vertex {
+ float position[2];
+ float uv[2];
+ nk_byte col[4];
+};
+
+static struct
+{
+ struct nk_context ctx;
+ struct nk_font_atlas atlas;
+ struct nk_buffer cmds;
+
+ struct nk_draw_null_texture null;
+ unsigned int max_vertex_buffer;
+ unsigned int max_index_buffer;
+
+ D3D11_VIEWPORT viewport;
+ ID3D11Device *device;
+ ID3D11RasterizerState *rasterizer_state;
+ ID3D11VertexShader *vertex_shader;
+ ID3D11InputLayout *input_layout;
+ ID3D11Buffer *const_buffer;
+ ID3D11PixelShader *pixel_shader;
+ ID3D11BlendState *blend_state;
+ ID3D11Buffer *index_buffer;
+ ID3D11Buffer *vertex_buffer;
+ ID3D11ShaderResourceView *font_texture_view;
+ ID3D11SamplerState *sampler_state;
+} d3d11;
+
+NK_API void
+nk_d3d11_render(ID3D11DeviceContext *context, enum nk_anti_aliasing AA)
+{
+ const float blend_factor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ const UINT stride = sizeof(struct nk_d3d11_vertex);
+ const UINT offset = 0;
+
+ ID3D11DeviceContext_IASetInputLayout(context, d3d11.input_layout);
+ ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &d3d11.vertex_buffer, &stride, &offset);
+ ID3D11DeviceContext_IASetIndexBuffer(context, d3d11.index_buffer, DXGI_FORMAT_R16_UINT, 0);
+ ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ ID3D11DeviceContext_VSSetShader(context, d3d11.vertex_shader, NULL, 0);
+ ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &d3d11.const_buffer);
+
+ ID3D11DeviceContext_PSSetShader(context, d3d11.pixel_shader, NULL, 0);
+ ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &d3d11.sampler_state);
+
+ ID3D11DeviceContext_OMSetBlendState(context, d3d11.blend_state, blend_factor, 0xffffffff);
+ ID3D11DeviceContext_RSSetState(context, d3d11.rasterizer_state);
+ ID3D11DeviceContext_RSSetViewports(context, 1, &d3d11.viewport);
+
+ /* Convert from command queue into draw list and draw to screen */
+ {/* load draw vertices & elements directly into vertex + element buffer */
+ D3D11_MAPPED_SUBRESOURCE vertices;
+ D3D11_MAPPED_SUBRESOURCE indices;
+ const struct nk_draw_command *cmd;
+ UINT offset = 0;
+ HRESULT hr;
+
+ hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)d3d11.vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &vertices);
+ NK_ASSERT(SUCCEEDED(hr));
+ hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)d3d11.index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &indices);
+ NK_ASSERT(SUCCEEDED(hr));
+
+ {/* fill converting configuration */
+ struct nk_convert_config config;
+ NK_STORAGE const struct nk_draw_vertex_layout_element vertex_layout[] = {
+ {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_d3d11_vertex, position)},
+ {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_d3d11_vertex, uv)},
+ {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_d3d11_vertex, col)},
+ {NK_VERTEX_LAYOUT_END}
+ };
+ memset(&config, 0, sizeof(config));
+ config.vertex_layout = vertex_layout;
+ config.vertex_size = sizeof(struct nk_d3d11_vertex);
+ config.vertex_alignment = NK_ALIGNOF(struct nk_d3d11_vertex);
+ config.global_alpha = 1.0f;
+ config.shape_AA = AA;
+ config.line_AA = AA;
+ config.circle_segment_count = 22;
+ config.curve_segment_count = 22;
+ config.arc_segment_count = 22;
+ config.null = d3d11.null;
+
+ {/* setup buffers to load vertices and elements */
+ struct nk_buffer vbuf, ibuf;
+ nk_buffer_init_fixed(&vbuf, vertices.pData, (size_t)d3d11.max_vertex_buffer);
+ nk_buffer_init_fixed(&ibuf, indices.pData, (size_t)d3d11.max_index_buffer);
+ nk_convert(&d3d11.ctx, &d3d11.cmds, &vbuf, &ibuf, &config);}
+ }
+
+ ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)d3d11.vertex_buffer, 0);
+ ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)d3d11.index_buffer, 0);
+
+ /* iterate over and execute each draw command */
+ nk_draw_foreach(cmd, &d3d11.ctx, &d3d11.cmds)
+ {
+ D3D11_RECT scissor;
+ ID3D11ShaderResourceView *texture_view = (ID3D11ShaderResourceView *)cmd->texture.ptr;
+ if (!cmd->elem_count) continue;
+
+ scissor.left = (LONG)cmd->clip_rect.x;
+ scissor.right = (LONG)(cmd->clip_rect.x + cmd->clip_rect.w);
+ scissor.top = (LONG)cmd->clip_rect.y;
+ scissor.bottom = (LONG)(cmd->clip_rect.y + cmd->clip_rect.h);
+
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &texture_view);
+ ID3D11DeviceContext_RSSetScissorRects(context, 1, &scissor);
+ ID3D11DeviceContext_DrawIndexed(context, (UINT)cmd->elem_count, offset, 0);
+ offset += cmd->elem_count;
+ }
+ nk_clear(&d3d11.ctx);}
+}
+
+static void
+nk_d3d11_get_projection_matrix(int width, int height, float *result)
+{
+ const float L = 0.0f;
+ const float R = (float)width;
+ const float T = 0.0f;
+ const float B = (float)height;
+ float matrix[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(result, matrix, sizeof(matrix));
+}
+
+NK_API void
+nk_d3d11_resize(ID3D11DeviceContext *context, int width, int height)
+{
+ D3D11_MAPPED_SUBRESOURCE mapped;
+ if (SUCCEEDED(ID3D11DeviceContext_Map(context, (ID3D11Resource *)d3d11.const_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped)))
+ {
+ nk_d3d11_get_projection_matrix(width, height, (float *)mapped.pData);
+ ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)d3d11.const_buffer, 0);
+
+ d3d11.viewport.Width = (float)width;
+ d3d11.viewport.Height = (float)height;
+ }
+}
+
+NK_API int
+nk_d3d11_handle_event(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
+{
+ switch (msg)
+ {
+ case WM_KEYDOWN:
+ case WM_KEYUP:
+ case WM_SYSKEYDOWN:
+ case WM_SYSKEYUP:
+ {
+ int down = !((lparam >> 31) & 1);
+ int ctrl = GetKeyState(VK_CONTROL) & (1 << 15);
+
+ switch (wparam)
+ {
+ case VK_SHIFT:
+ case VK_LSHIFT:
+ case VK_RSHIFT:
+ nk_input_key(&d3d11.ctx, NK_KEY_SHIFT, down);
+ return 1;
+
+ case VK_DELETE:
+ nk_input_key(&d3d11.ctx, NK_KEY_DEL, down);
+ return 1;
+
+ case VK_RETURN:
+ nk_input_key(&d3d11.ctx, NK_KEY_ENTER, down);
+ return 1;
+
+ case VK_TAB:
+ nk_input_key(&d3d11.ctx, NK_KEY_TAB, down);
+ return 1;
+
+ case VK_LEFT:
+ if (ctrl)
+ nk_input_key(&d3d11.ctx, NK_KEY_TEXT_WORD_LEFT, down);
+ else
+ nk_input_key(&d3d11.ctx, NK_KEY_LEFT, down);
+ return 1;
+
+ case VK_RIGHT:
+ if (ctrl)
+ nk_input_key(&d3d11.ctx, NK_KEY_TEXT_WORD_RIGHT, down);
+ else
+ nk_input_key(&d3d11.ctx, NK_KEY_RIGHT, down);
+ return 1;
+
+ case VK_BACK:
+ nk_input_key(&d3d11.ctx, NK_KEY_BACKSPACE, down);
+ return 1;
+
+ case VK_HOME:
+ nk_input_key(&d3d11.ctx, NK_KEY_TEXT_START, down);
+ nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_START, down);
+ return 1;
+
+ case VK_END:
+ nk_input_key(&d3d11.ctx, NK_KEY_TEXT_END, down);
+ nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_END, down);
+ return 1;
+
+ case VK_NEXT:
+ nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_DOWN, down);
+ return 1;
+
+ case VK_PRIOR:
+ nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_UP, down);
+ return 1;
+
+ case 'C':
+ if (ctrl) {
+ nk_input_key(&d3d11.ctx, NK_KEY_COPY, down);
+ return 1;
+ }
+ break;
+
+ case 'V':
+ if (ctrl) {
+ nk_input_key(&d3d11.ctx, NK_KEY_PASTE, down);
+ return 1;
+ }
+ break;
+
+ case 'X':
+ if (ctrl) {
+ nk_input_key(&d3d11.ctx, NK_KEY_CUT, down);
+ return 1;
+ }
+ break;
+
+ case 'Z':
+ if (ctrl) {
+ nk_input_key(&d3d11.ctx, NK_KEY_TEXT_UNDO, down);
+ return 1;
+ }
+ break;
+
+ case 'R':
+ if (ctrl) {
+ nk_input_key(&d3d11.ctx, NK_KEY_TEXT_REDO, down);
+ return 1;
+ }
+ break;
+ }
+ return 0;
+ }
+
+ case WM_CHAR:
+ if (wparam >= 32)
+ {
+ nk_input_unicode(&d3d11.ctx, (nk_rune)wparam);
+ return 1;
+ }
+ break;
+
+ case WM_LBUTTONDOWN:
+ nk_input_button(&d3d11.ctx, NK_BUTTON_LEFT, (short)LOWORD(lparam), (short)HIWORD(lparam), 1);
+ SetCapture(wnd);
+ return 1;
+
+ case WM_LBUTTONUP:
+ nk_input_button(&d3d11.ctx, NK_BUTTON_LEFT, (short)LOWORD(lparam), (short)HIWORD(lparam), 0);
+ ReleaseCapture();
+ return 1;
+
+ case WM_RBUTTONDOWN:
+ nk_input_button(&d3d11.ctx, NK_BUTTON_RIGHT, (short)LOWORD(lparam), (short)HIWORD(lparam), 1);
+ SetCapture(wnd);
+ return 1;
+
+ case WM_RBUTTONUP:
+ nk_input_button(&d3d11.ctx, NK_BUTTON_RIGHT, (short)LOWORD(lparam), (short)HIWORD(lparam), 0);
+ ReleaseCapture();
+ return 1;
+
+ case WM_MBUTTONDOWN:
+ nk_input_button(&d3d11.ctx, NK_BUTTON_MIDDLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 1);
+ SetCapture(wnd);
+ return 1;
+
+ case WM_MBUTTONUP:
+ nk_input_button(&d3d11.ctx, NK_BUTTON_MIDDLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 0);
+ ReleaseCapture();
+ return 1;
+
+ case WM_MOUSEWHEEL:
+ nk_input_scroll(&d3d11.ctx, (float)(short)HIWORD(wparam) / WHEEL_DELTA);
+ return 1;
+
+ case WM_MOUSEMOVE:
+ nk_input_motion(&d3d11.ctx, (short)LOWORD(lparam), (short)HIWORD(lparam));
+ return 1;
+ }
+
+ return 0;
+}
+
+static void
+nk_d3d11_clipbard_paste(nk_handle usr, struct nk_text_edit *edit)
+{
+ (void)usr;
+ if (IsClipboardFormatAvailable(CF_UNICODETEXT) && OpenClipboard(NULL))
+ {
+ HGLOBAL mem = GetClipboardData(CF_UNICODETEXT);
+ if (mem)
+ {
+ SIZE_T size = GlobalSize(mem) - 1;
+ if (size)
+ {
+ LPCWSTR wstr = (LPCWSTR)GlobalLock(mem);
+ if (wstr)
+ {
+ int utf8size = WideCharToMultiByte(CP_UTF8, 0, wstr, size / sizeof(wchar_t), NULL, 0, NULL, NULL);
+ if (utf8size)
+ {
+ char* utf8 = (char*)malloc(utf8size);
+ if (utf8)
+ {
+ WideCharToMultiByte(CP_UTF8, 0, wstr, size / sizeof(wchar_t), utf8, utf8size, NULL, NULL);
+ nk_textedit_paste(edit, utf8, utf8size);
+ free(utf8);
+ }
+ }
+ GlobalUnlock(mem);
+ }
+ }
+ }
+ CloseClipboard();
+ }
+}
+
+static void
+nk_d3d11_clipbard_copy(nk_handle usr, const char *text, int len)
+{
+ (void)usr;
+ if (OpenClipboard(NULL))
+ {
+ int wsize = MultiByteToWideChar(CP_UTF8, 0, text, len, NULL, 0);
+ if (wsize)
+ {
+ HGLOBAL mem = GlobalAlloc(GMEM_MOVEABLE, (wsize + 1) * sizeof(wchar_t));
+ if (mem)
+ {
+ wchar_t* wstr = (wchar_t*)GlobalLock(mem);
+ if (wstr)
+ {
+ MultiByteToWideChar(CP_UTF8, 0, text, len, wstr, wsize);
+ wstr[wsize] = 0;
+ GlobalUnlock(mem);
+ SetClipboardData(CF_UNICODETEXT, mem);
+ }
+ }
+ }
+ CloseClipboard();
+ }
+}
+
+NK_API struct nk_context*
+nk_d3d11_init(ID3D11Device *device, int width, int height, unsigned int max_vertex_buffer, unsigned int max_index_buffer)
+{
+ HRESULT hr;
+ d3d11.max_vertex_buffer = max_vertex_buffer;
+ d3d11.max_index_buffer = max_index_buffer;
+ d3d11.device = device;
+ ID3D11Device_AddRef(device);
+
+ nk_init_default(&d3d11.ctx, 0);
+ d3d11.ctx.clip.copy = nk_d3d11_clipbard_copy;
+ d3d11.ctx.clip.paste = nk_d3d11_clipbard_paste;
+ d3d11.ctx.clip.userdata = nk_handle_ptr(0);
+
+ nk_buffer_init_default(&d3d11.cmds);
+
+ {/* rasterizer state */
+ D3D11_RASTERIZER_DESC desc;
+ memset(&desc, 0, sizeof(desc));
+ desc.FillMode = D3D11_FILL_SOLID;
+ desc.CullMode = D3D11_CULL_NONE;
+ desc.FrontCounterClockwise = FALSE;
+ desc.DepthBias = 0;
+ desc.DepthBiasClamp = 0;
+ desc.SlopeScaledDepthBias = 0.0f;
+ desc.DepthClipEnable = TRUE;
+ desc.ScissorEnable = TRUE;
+ desc.MultisampleEnable = FALSE;
+ desc.AntialiasedLineEnable = FALSE;
+ hr = ID3D11Device_CreateRasterizerState(device,&desc, &d3d11.rasterizer_state);
+ NK_ASSERT(SUCCEEDED(hr));}
+
+ /* vertex shader */
+ {hr = ID3D11Device_CreateVertexShader(device,nk_d3d11_vertex_shader, sizeof(nk_d3d11_vertex_shader), NULL, &d3d11.vertex_shader);
+ NK_ASSERT(SUCCEEDED(hr));}
+
+ /* input layout */
+ {const D3D11_INPUT_ELEMENT_DESC layout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(struct nk_d3d11_vertex, position), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(struct nk_d3d11_vertex, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(struct nk_d3d11_vertex, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+ hr = ID3D11Device_CreateInputLayout(device,layout, ARRAYSIZE(layout), nk_d3d11_vertex_shader, sizeof(nk_d3d11_vertex_shader), &d3d11.input_layout);
+ NK_ASSERT(SUCCEEDED(hr));}
+
+ /* constant buffer */
+ {float matrix[4*4];
+ D3D11_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(desc));
+ desc.ByteWidth = sizeof(matrix);
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+
+ {D3D11_SUBRESOURCE_DATA data;
+ data.pSysMem = matrix;
+ data.SysMemPitch = 0;
+ data.SysMemSlicePitch = 0;
+
+ nk_d3d11_get_projection_matrix(width, height, matrix);
+ hr = ID3D11Device_CreateBuffer(device, &desc, &data, &d3d11.const_buffer);
+ NK_ASSERT(SUCCEEDED(hr));}}
+
+ /* pixel shader */
+ {hr = ID3D11Device_CreatePixelShader(device, nk_d3d11_pixel_shader, sizeof(nk_d3d11_pixel_shader), NULL, &d3d11.pixel_shader);
+ NK_ASSERT(SUCCEEDED(hr));}
+
+ {/* blend state */
+ D3D11_BLEND_DESC desc;
+ memset(&desc, 0, 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;
+ hr = ID3D11Device_CreateBlendState(device, &desc, &d3d11.blend_state);
+ NK_ASSERT(SUCCEEDED(hr));}
+
+ /* vertex buffer */
+ {D3D11_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(desc));
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.ByteWidth = max_vertex_buffer;
+ desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ hr = ID3D11Device_CreateBuffer(device, &desc, NULL, &d3d11.vertex_buffer);
+ NK_ASSERT(SUCCEEDED(hr));}
+
+ /* index buffer */
+ {D3D11_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(desc));
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.ByteWidth = max_index_buffer;
+ desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ hr = ID3D11Device_CreateBuffer(device, &desc, NULL, &d3d11.index_buffer);
+ NK_ASSERT(SUCCEEDED(hr));}
+
+ /* sampler state */
+ {D3D11_SAMPLER_DESC desc;
+ memset(&desc, 0, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ desc.MipLODBias = 0.0f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.0f;
+ desc.MaxLOD = FLT_MAX;
+ hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11.sampler_state);
+ NK_ASSERT(SUCCEEDED(hr));}
+
+ /* viewport */
+ {d3d11.viewport.TopLeftX = 0.0f;
+ d3d11.viewport.TopLeftY = 0.0f;
+ d3d11.viewport.Width = (float)width;
+ d3d11.viewport.Height = (float)height;
+ d3d11.viewport.MinDepth = 0.0f;
+ d3d11.viewport.MaxDepth = 1.0f;}
+ return &d3d11.ctx;
+}
+
+NK_API void
+nk_d3d11_font_stash_begin(struct nk_font_atlas **atlas)
+{
+ nk_font_atlas_init_default(&d3d11.atlas);
+ nk_font_atlas_begin(&d3d11.atlas);
+ *atlas = &d3d11.atlas;
+}
+
+NK_API void
+nk_d3d11_font_stash_end(void)
+{
+ const void *image; int w, h;
+ image = nk_font_atlas_bake(&d3d11.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
+
+ /* upload font to texture and create texture view */
+ {ID3D11Texture2D *font_texture;
+ HRESULT hr;
+
+ D3D11_TEXTURE2D_DESC desc;
+ memset(&desc, 0, sizeof(desc));
+ desc.Width = (UINT)w;
+ desc.Height = (UINT)h;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ {D3D11_SUBRESOURCE_DATA data;
+ data.pSysMem = image;
+ data.SysMemPitch = (UINT)(w * 4);
+ data.SysMemSlicePitch = 0;
+ hr = ID3D11Device_CreateTexture2D(d3d11.device, &desc, &data, &font_texture);
+ assert(SUCCEEDED(hr));}
+
+ {D3D11_SHADER_RESOURCE_VIEW_DESC srv;
+ memset(&srv, 0, sizeof(srv));
+ srv.Format = desc.Format;
+ srv.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srv.Texture2D.MipLevels = 1;
+ srv.Texture2D.MostDetailedMip = 0;
+ hr = ID3D11Device_CreateShaderResourceView(d3d11.device, (ID3D11Resource *)font_texture, &srv, &d3d11.font_texture_view);
+ assert(SUCCEEDED(hr));}
+ ID3D11Texture2D_Release(font_texture);}
+
+ nk_font_atlas_end(&d3d11.atlas, nk_handle_ptr(d3d11.font_texture_view), &d3d11.null);
+ if (d3d11.atlas.default_font)
+ nk_style_set_font(&d3d11.ctx, &d3d11.atlas.default_font->handle);
+}
+
+NK_API
+void nk_d3d11_shutdown(void)
+{
+ nk_font_atlas_clear(&d3d11.atlas);
+ nk_buffer_free(&d3d11.cmds);
+ nk_free(&d3d11.ctx);
+
+ ID3D11SamplerState_Release(d3d11.sampler_state);
+ ID3D11ShaderResourceView_Release(d3d11.font_texture_view);
+ ID3D11Buffer_Release(d3d11.vertex_buffer);
+ ID3D11Buffer_Release(d3d11.index_buffer);
+ ID3D11BlendState_Release(d3d11.blend_state);
+ ID3D11PixelShader_Release(d3d11.pixel_shader);
+ ID3D11Buffer_Release(d3d11.const_buffer);
+ ID3D11VertexShader_Release(d3d11.vertex_shader);
+ ID3D11InputLayout_Release(d3d11.input_layout);
+ ID3D11RasterizerState_Release(d3d11.rasterizer_state);
+ ID3D11Device_Release(d3d11.device);
+}
+
+#endif
+