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48 lines
2.6 KiB
48 lines
2.6 KiB
// dear imgui: Renderer Backend for DirectX12 |
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// 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: Support for large meshes (64k+ vertices) with 16-bit indices. |
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. |
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. |
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// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. |
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
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// Read online: https://github.com/ocornut/imgui/tree/master/docs |
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#pragma once |
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#include "imgui.h" // IMGUI_IMPL_API |
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#ifdef _MSC_VER |
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#pragma warning (push) |
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#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type |
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#endif |
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enum DXGI_FORMAT; |
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struct ID3D12Device; |
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struct ID3D12DescriptorHeap; |
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struct ID3D12GraphicsCommandList; |
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struct D3D12_CPU_DESCRIPTOR_HANDLE; |
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struct D3D12_GPU_DESCRIPTOR_HANDLE; |
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// cmd_list is the command list that the implementation will use to render imgui draw lists. |
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// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate |
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// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. |
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// 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. |
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IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, |
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); |
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IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); |
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IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); |
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IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); |
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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 void ImGui_ImplDX12_InvalidateDeviceObjects(); |
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); |
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#ifdef _MSC_VER |
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#pragma warning (pop) |
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#endif |
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