From 3d3c8b26cd8728047d591145a7f4c2588d97f36a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:32:52 +0200 Subject: [PATCH] Added ImGui precompiled shaders (And removed dependency to d3dcompile) --- ImGui/impls/imgui_impl_dx10.cpp | 57 ++-- ImGui/impls/imgui_impl_dx11.cpp | 57 ++-- ImGui/impls/imgui_impl_dx12.cpp | 27 +- ImGui/impls/imgui_impl_dx9.cpp | 2 +- overlay_experimental/ImGui_ShaderBlobs.cpp | 286 +++++++++++++++++++++ overlay_experimental/ImGui_ShaderBlobs.h | 34 +++ 6 files changed, 418 insertions(+), 45 deletions(-) create mode 100644 overlay_experimental/ImGui_ShaderBlobs.cpp create mode 100644 overlay_experimental/ImGui_ShaderBlobs.h diff --git a/ImGui/impls/imgui_impl_dx10.cpp b/ImGui/impls/imgui_impl_dx10.cpp index 22c4b9d..8ff8381 100644 --- a/ImGui/impls/imgui_impl_dx10.cpp +++ b/ImGui/impls/imgui_impl_dx10.cpp @@ -23,16 +23,19 @@ // 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: DirectX10: Disabling depth-write. -#include "imgui.h" +#include "../imgui.h" #include "imgui_impl_dx10.h" // DirectX #include #include #include -#include -#ifdef _MSC_VER -#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + +#include "../../overlay_experimental/ImGui_ShaderBlobs.h" + +#ifdef USE_D3DCOMPILE +static ID3DBlob* g_pVertexShaderBlob = NULL; +static ID3DBlob* g_pPixelShaderBlob = NULL; #endif // DirectX data @@ -40,11 +43,9 @@ static ID3D10Device* g_pd3dDevice = NULL; static IDXGIFactory* g_pFactory = NULL; static ID3D10Buffer* g_pVB = NULL; static ID3D10Buffer* g_pIB = NULL; -static ID3D10Blob* g_pVertexShaderBlob = NULL; static ID3D10VertexShader* g_pVertexShader = NULL; static ID3D10InputLayout* g_pInputLayout = NULL; static ID3D10Buffer* g_pVertexConstantBuffer = NULL; -static ID3D10Blob* g_pPixelShaderBlob = NULL; static ID3D10PixelShader* g_pPixelShader = NULL; static ID3D10SamplerState* g_pFontSampler = NULL; static ID3D10ShaderResourceView*g_pFontTextureView = NULL; @@ -336,39 +337,45 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the vertex shader { +#ifdef USE_D3DCOMPILE static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ - float4x4 ProjectionMatrix; \ + float4x4 ProjectionMatrix; \ };\ struct VS_INPUT\ {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ };\ \ struct PS_INPUT\ {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + 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;\ + 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(), &g_pVertexShader) != S_OK) return false; +#else + if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pVertexShader) != S_OK) + return false; +#endif // Create the input layout D3D10_INPUT_ELEMENT_DESC local_layout[] = @@ -377,8 +384,13 @@ bool ImGui_ImplDX10_CreateDeviceObjects() { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; +#ifdef USE_D3DCOMPILE if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) return false; +#else + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pInputLayout) != S_OK) + return false; +#endif // Create the constant buffer { @@ -394,6 +406,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the pixel shader { +#ifdef USE_D3DCOMPILE static const char* pixelShader = "struct PS_INPUT\ {\ @@ -415,6 +428,10 @@ bool ImGui_ImplDX10_CreateDeviceObjects() return false; if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) return false; +#else + if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX10, ImGui_pixelShaderDX10_len, &g_pPixelShader) != S_OK) + return false; +#endif } // Create the blending setup @@ -477,11 +494,13 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() 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; } +#ifdef USE_D3DCOMPILE + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } +#endif } bool ImGui_ImplDX10_Init(ID3D10Device* device) diff --git a/ImGui/impls/imgui_impl_dx11.cpp b/ImGui/impls/imgui_impl_dx11.cpp index 3bcb03a..466bf25 100644 --- a/ImGui/impls/imgui_impl_dx11.cpp +++ b/ImGui/impls/imgui_impl_dx11.cpp @@ -23,15 +23,18 @@ // 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.h" #include "imgui_impl_dx11.h" // DirectX #include #include -#include -#ifdef _MSC_VER -#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + +#include "../../overlay_experimental/ImGui_ShaderBlobs.h" + +#ifdef USE_D3DCOMPILE +static ID3DBlob* g_pVertexShaderBlob = NULL; +static ID3DBlob* g_pPixelShaderBlob = NULL; #endif // DirectX data @@ -40,11 +43,9 @@ 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; @@ -343,32 +344,33 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the vertex shader { +#ifdef USE_D3DCOMPILE static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ - float4x4 ProjectionMatrix; \ + float4x4 ProjectionMatrix; \ };\ struct VS_INPUT\ {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ };\ \ struct PS_INPUT\ {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + 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;\ + 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); @@ -376,6 +378,10 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return false; if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) return false; +#else + if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, NULL, &g_pVertexShader) != S_OK) + return false; +#endif // Create the input layout D3D11_INPUT_ELEMENT_DESC local_layout[] = @@ -384,8 +390,13 @@ bool ImGui_ImplDX11_CreateDeviceObjects() { "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 }, }; +#ifdef USE_D3DCOMPILE if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) return false; +#else + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, &g_pInputLayout) != S_OK) + return false; +#endif // Create the constant buffer { @@ -401,6 +412,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the pixel shader { +#ifdef USE_D3DCOMPILE static const char* pixelShader = "struct PS_INPUT\ {\ @@ -422,6 +434,11 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return false; if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) return false; +#else + + if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX11, ImGui_pixelShaderDX11_len, NULL, &g_pPixelShader) != S_OK) + return false; +#endif } // Create the blending setup @@ -484,11 +501,13 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() 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; } +#ifdef USE_D3DCOMPILE + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } +#endif } bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) diff --git a/ImGui/impls/imgui_impl_dx12.cpp b/ImGui/impls/imgui_impl_dx12.cpp index b40e928..846c2c8 100644 --- a/ImGui/impls/imgui_impl_dx12.cpp +++ b/ImGui/impls/imgui_impl_dx12.cpp @@ -23,21 +23,22 @@ // 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). // 2018-02-22: Merged into master with all Win32 code synchronized to other examples. -#include "imgui.h" +#include "../imgui.h" #include "imgui_impl_dx12.h" // DirectX #include #include -#include -#ifdef _MSC_VER -#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + +#include "../../overlay_experimental/ImGui_ShaderBlobs.h" + +#ifdef USE_D3DCOMPILE +static ID3DBlob* g_pVertexShaderBlob = NULL; +static ID3DBlob* g_pPixelShaderBlob = NULL; #endif // DirectX data static ID3D12Device* g_pd3dDevice = NULL; -static ID3D10Blob* g_pVertexShaderBlob = NULL; -static ID3D10Blob* g_pPixelShaderBlob = NULL; static ID3D12RootSignature* g_pRootSignature = NULL; static ID3D12PipelineState* g_pPipelineState = NULL; static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; @@ -441,6 +442,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects() D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; ID3DBlob* blob = NULL; + + static decltype(D3D12SerializeRootSignature)* D3D12SerializeRootSignature = (decltype(D3D12SerializeRootSignature))GetProcAddress(GetModuleHandle("d3d12.dll"), "D3D12SerializeRootSignature"); if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) return false; @@ -467,6 +470,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the vertex shader { +#ifdef USE_D3DCOMPILE static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ @@ -499,7 +503,11 @@ bool ImGui_ImplDX12_CreateDeviceObjects() 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; psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() }; +#else + psoDesc.VS = { ImGui_vertexShaderDX12, ImGui_vertexShaderDX12_len }; +#endif + // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, @@ -511,6 +519,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the pixel shader { +#ifdef USE_D3DCOMPILE static const char* pixelShader = "struct PS_INPUT\ {\ @@ -531,6 +540,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects() 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; psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; +#else + + psoDesc.PS = { ImGui_pixelShaderDX12, ImGui_pixelShaderDX12_len }; +#endif } // Create the blending setup @@ -589,8 +602,10 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() return; ImGuiIO& io = ImGui::GetIO(); +#ifdef USE_D3DCOMPILE if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } +#endif if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. diff --git a/ImGui/impls/imgui_impl_dx9.cpp b/ImGui/impls/imgui_impl_dx9.cpp index 2ee76ca..16102ed 100644 --- a/ImGui/impls/imgui_impl_dx9.cpp +++ b/ImGui/impls/imgui_impl_dx9.cpp @@ -22,7 +22,7 @@ // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_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. -#include "imgui.h" +#include "../imgui.h" #include "imgui_impl_dx9.h" // DirectX diff --git a/overlay_experimental/ImGui_ShaderBlobs.cpp b/overlay_experimental/ImGui_ShaderBlobs.cpp new file mode 100644 index 0000000..3c536f6 --- /dev/null +++ b/overlay_experimental/ImGui_ShaderBlobs.cpp @@ -0,0 +1,286 @@ +#include "ImGui_ShaderBlobs.h" + +extern unsigned char ImGui_vertexShaderDX10[] = { + 0x44, 0x58, 0x42, 0x43, 0x7a, 0x54, 0x84, 0x96, 0xdf, 0xd1, 0x9e, 0x21, + 0xfd, 0x85, 0x86, 0x3d, 0x28, 0xd1, 0x03, 0xae, 0x01, 0x00, 0x00, 0x00, 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0x07, + 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; \ No newline at end of file diff --git a/overlay_experimental/ImGui_ShaderBlobs.h b/overlay_experimental/ImGui_ShaderBlobs.h new file mode 100644 index 0000000..f278f4c --- /dev/null +++ b/overlay_experimental/ImGui_ShaderBlobs.h @@ -0,0 +1,34 @@ +#ifndef __IMGUI_SHADER_BLOBS_INCLUDED__ +#define __IMGUI_SHADER_BLOBS_INCLUDED__ + +// Defining this will use d3dcompiler and it will be a dependence of the dll. +//#define USE_D3DCOMPILE + +#ifdef USE_D3DCOMPILE + #include + #ifdef _MSC_VER + #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + #endif +#else + +#define ImGui_vertexShaderDX10_len 876 +extern unsigned char ImGui_vertexShaderDX10[ImGui_vertexShaderDX10_len]; + +#define ImGui_pixelShaderDX10_len 660 +extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len]; + +#define ImGui_vertexShaderDX11_len ImGui_vertexShaderDX10_len +#define ImGui_vertexShaderDX11 ImGui_vertexShaderDX10 + +#define ImGui_pixelShaderDX11_len ImGui_pixelShaderDX10_len +#define ImGui_pixelShaderDX11 ImGui_pixelShaderDX10 + +#define ImGui_vertexShaderDX12_len 988 +extern unsigned char ImGui_vertexShaderDX12[ImGui_vertexShaderDX12_len]; + +#define ImGui_pixelShaderDX12_len 736 +extern unsigned char ImGui_pixelShaderDX12[ImGui_pixelShaderDX12_len]; + +#endif + +#endif//__IMGUI_SHADER_BLOBS_INCLUDED__ \ No newline at end of file