| // dear imgui: Renderer Backend for DirectX12 |
| // This needs to be used along with a Platform Backend (e.g. Win32) |
| |
| // Implemented features: |
| // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! |
| // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. |
| // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. |
| |
| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| // Learn about Dear ImGui: |
| // - FAQ https://dearimgui.com/faq |
| // - Getting Started https://dearimgui.com/getting-started |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| // - Introduction, links and more at the top of imgui.cpp |
| |
| #pragma once |
| #include "imgui.h" // IMGUI_IMPL_API |
| #ifndef IMGUI_DISABLE |
| #include <dxgiformat.h> // DXGI_FORMAT |
| |
| struct ID3D12Device; |
| struct ID3D12DescriptorHeap; |
| struct ID3D12GraphicsCommandList; |
| struct D3D12_CPU_DESCRIPTOR_HANDLE; |
| struct D3D12_GPU_DESCRIPTOR_HANDLE; |
| |
| // Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| |
| // Before calling the render function, caller must prepare the command list by resetting it and setting the appropriate |
| // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. |
| // 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. |
| IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, |
| D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); |
| IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); |
| IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); |
| IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); |
| |
| // Use if you want to reset your rendering device without losing Dear ImGui state. |
| IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); |
| IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); |
| |
| // [BETA] Selected render state data shared with callbacks. |
| // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call. |
| // (Please open an issue if you feel you need access to more data) |
| struct ImGui_ImplDX12_RenderState |
| { |
| ID3D12Device* Device; |
| ID3D12GraphicsCommandList* CommandList; |
| }; |
| |
| #endif // #ifndef IMGUI_DISABLE |