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// dear imgui: Renderer Backend for DirectX12
// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
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# pragma once
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# include "imgui.h" // IMGUI_IMPL_API
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# ifndef IMGUI_DISABLE
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# include <dxgiformat.h> // DXGI_FORMAT
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# include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE
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// Initialization data, for ImGui_ImplDX12_Init()
struct ImGui_ImplDX12_InitInfo
{
ID3D12Device * Device ;
ID3D12CommandQueue * CommandQueue ;
int NumFramesInFlight ;
DXGI_FORMAT RTVFormat ;
void * UserData ;
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// Allocating SRV descriptors for textures is up to the application, so we provide callbacks.
// (current version of the backend will only allocate one descriptor, future versions will need to allocate more)
ID3D12DescriptorHeap * SrvDescriptorHeap ;
void ( * SrvDescriptorAllocFn ) ( ImGui_ImplDX12_InitInfo * info , D3D12_CPU_DESCRIPTOR_HANDLE * out_cpu_desc_handle , D3D12_GPU_DESCRIPTOR_HANDLE * out_gpu_desc_handle ) ;
void ( * SrvDescriptorFreeFn ) ( ImGui_ImplDX12_InitInfo * info , D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle , D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle ) ;
# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor ; // To facilitate transition from single descriptor to allocator callback, you may use those.
D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor ;
# endif
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ImGui_ImplDX12_InitInfo ( ) { memset ( this , 0 , sizeof ( * this ) ) ; }
} ;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX12_Init ( ImGui_ImplDX12_InitInfo * info ) ;
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IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown ( ) ;
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IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame ( ) ;
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData ( ImDrawData * draw_data , ID3D12GraphicsCommandList * graphics_command_list ) ;
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# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy initialization API Obsoleted in 1.91.5
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
IMGUI_IMPL_API bool ImGui_ImplDX12_Init ( ID3D12Device * device , int num_frames_in_flight , DXGI_FORMAT rtv_format , ID3D12DescriptorHeap * srv_descriptor_heap , D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle , D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle ) ;
# endif
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects ( ) ;
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IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects ( ) ;
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX12_RenderState
{
ID3D12Device * Device ;
ID3D12GraphicsCommandList * CommandList ;
} ;
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# endif // #ifndef IMGUI_DISABLE