2018-09-13 22:44:08 +08:00
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// dear imgui: Renderer for DirectX12
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2018-06-21 18:13:04 +08:00
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// This needs to be used along with a Platform Binding (e.g. Win32)
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2018-02-23 05:18:59 +08:00
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// Implemented features:
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2019-10-16 17:23:15 +08:00
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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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2019-10-19 00:03:56 +08:00
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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2019-11-20 18:58:25 +08:00
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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2019-06-19 05:35:48 +08:00
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// Missing features, issues:
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2018-06-21 18:13:04 +08:00
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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2017-03-14 01:41:10 +08:00
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2016-02-23 07:22:48 +08:00
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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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2018-07-05 01:06:28 +08:00
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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 07:22:48 +08:00
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// https://github.com/ocornut/imgui
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2018-11-02 03:56:36 +08:00
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#pragma once
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2017-09-25 05:57:38 +08:00
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enum DXGI_FORMAT;
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2017-03-14 01:41:10 +08:00
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struct ID3D12Device;
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2019-10-17 21:53:43 +08:00
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struct ID3D12DescriptorHeap;
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2017-03-14 01:41:10 +08:00
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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 07:22:48 +08:00
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2018-02-23 05:18:59 +08:00
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// cmd_list is the command list that the implementation will use to render imgui draw lists.
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2019-01-21 00:56:17 +08:00
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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 05:18:59 +08:00
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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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2019-10-17 21:53:43 +08:00
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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 18:04:00 +08:00
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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 18:13:04 +08:00
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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 07:22:48 +08:00
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// Use if you want to reset your rendering device without losing ImGui state.
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2018-06-21 18:04:00 +08:00
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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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