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30 lines
1.9 KiB
30 lines
1.9 KiB
// ImGui Win32 + DirectX12 binding |
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// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) |
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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 in imgui.cpp. |
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). |
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
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// https://github.com/ocornut/imgui |
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enum DXGI_FORMAT; |
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struct ID3D12Device; |
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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, |
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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(ID3D12GraphicsCommandList* cmd_list); |
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IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data); |
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// Use if you want to reset your rendering device without losing 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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