2018-09-13 17:44:08 +03:00
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// dear imgui: Renderer for Metal
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2018-07-05 12:41:21 +03:00
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// This needs to be used along with a Platform Binding (e.g. OSX)
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// Implemented features:
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2019-10-16 12:23:15 +03:00
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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2019-05-29 20:35:41 +03:00
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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2018-07-05 12:41:21 +03:00
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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 are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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@class MTLRenderPassDescriptor;
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@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
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IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor);
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IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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id<MTLCommandBuffer> commandBuffer,
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id<MTLRenderCommandEncoder> commandEncoder);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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