2020-10-12 18:34:22 +03:00
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// 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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2018-02-23 00:18:59 +03:00
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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 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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2019-11-20 13:58:25 +03:00
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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2020-09-08 21:02:28 +03:00
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2020-10-12 18:34:22 +03:00
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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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2020-09-08 21:02:28 +03:00
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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 done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
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2017-03-13 20:41:10 +03:00
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2020-10-12 16:41:57 +03:00
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// You can copy and use unmodified backends (imgui_impl_* files) in your project.
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// See matching application in examples/ for an example of using this.
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2018-07-04 20:06:28 +03:00
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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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2016-02-23 02:22:48 +03:00
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// https://github.com/ocornut/imgui
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2018-11-01 22:56:36 +03:00
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#pragma once
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2020-04-07 12:02:29 +03:00
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#include "imgui.h" // IMGUI_IMPL_API
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2020-04-06 21:23:57 +03:00
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2017-09-25 00:57:38 +03:00
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enum DXGI_FORMAT;
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2017-03-13 20:41:10 +03:00
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struct ID3D12Device;
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2019-10-18 19:32:48 +03:00
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struct ID3D12DescriptorHeap;
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2017-03-13 20:41:10 +03:00
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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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2016-02-23 02:22:48 +03:00
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2018-02-23 00:18:59 +03:00
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// cmd_list is the command list that the implementation will use to render imgui draw lists.
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2019-01-20 19:56:17 +03:00
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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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2018-02-23 00:18:59 +03:00
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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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2019-10-18 19:32:48 +03:00
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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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2018-06-21 13:04:00 +03:00
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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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2018-06-21 13:13:04 +03:00
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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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2016-02-23 02:22:48 +03:00
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2020-04-07 12:02:29 +03:00
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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2018-06-21 13:04:00 +03:00
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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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