imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
git clone https://git.neptards.moe/neptards/imgui.git
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imgui_impl_dx12.h (2621B)


      1 // dear imgui: Renderer Backend for DirectX12
      2 // This needs to be used along with a Platform Backend (e.g. Win32)
      3 
      4 // Implemented features:
      5 //  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
      6 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
      7 
      8 // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
      9 // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
     10 // 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.
     11 
     12 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
     13 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
     14 // Read online: https://github.com/ocornut/imgui/tree/master/docs
     15 
     16 #pragma once
     17 #include "imgui.h"      // IMGUI_IMPL_API
     18 
     19 #ifdef _MSC_VER
     20 #pragma warning (push)
     21 #pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type
     22 #endif
     23 
     24 enum DXGI_FORMAT;
     25 struct ID3D12Device;
     26 struct ID3D12DescriptorHeap;
     27 struct ID3D12GraphicsCommandList;
     28 struct D3D12_CPU_DESCRIPTOR_HANDLE;
     29 struct D3D12_GPU_DESCRIPTOR_HANDLE;
     30 
     31 // cmd_list is the command list that the implementation will use to render imgui draw lists.
     32 // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
     33 // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
     34 // 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.
     35 IMGUI_IMPL_API bool     ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
     36                                             D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
     37 IMGUI_IMPL_API void     ImGui_ImplDX12_Shutdown();
     38 IMGUI_IMPL_API void     ImGui_ImplDX12_NewFrame();
     39 IMGUI_IMPL_API void     ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
     40 
     41 // Use if you want to reset your rendering device without losing Dear ImGui state.
     42 IMGUI_IMPL_API void     ImGui_ImplDX12_InvalidateDeviceObjects();
     43 IMGUI_IMPL_API bool     ImGui_ImplDX12_CreateDeviceObjects();
     44 
     45 #ifdef _MSC_VER
     46 #pragma warning (pop)
     47 #endif
     48