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imgui/backends/imgui_impl_dx12.h
ocornut 83660e37e3 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glut.cpp
#	backends/imgui_impl_glut.h
#	backends/imgui_impl_metal.mm
#	imgui.cpp
#	imgui_demo.cpp
2024-11-06 17:58:35 +01:00

54 lines
3.0 KiB
C

// dear imgui: Renderer Backend for DirectX12
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// 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
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <dxgiformat.h> // DXGI_FORMAT
struct ID3D12Device;
struct ID3D12DescriptorHeap;
struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
// Before calling the render function, caller must prepare the command list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
// 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.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX12_RenderState
{
ID3D12Device* Device;
ID3D12GraphicsCommandList* CommandList;
};
#endif // #ifndef IMGUI_DISABLE