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// ImGui Win32 + DirectX12 binding
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// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
// Implemented features:
// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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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.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
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enum DXGI_FORMAT ;
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struct ID3D12Device ;
struct ID3D12GraphicsCommandList ;
struct D3D12_CPU_DESCRIPTOR_HANDLE ;
struct D3D12_GPU_DESCRIPTOR_HANDLE ;
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// cmd_list is the command list that the implementation will use to render imgui draw lists.
// Before calling the render function, caller must prepare cmd_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.
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IMGUI_API bool ImGui_ImplDX12_Init ( ID3D12Device * device , int num_frames_in_flight , DXGI_FORMAT rtv_format ,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle , D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle ) ;
IMGUI_API void ImGui_ImplDX12_Shutdown ( ) ;
IMGUI_API void ImGui_ImplDX12_NewFrame ( ID3D12GraphicsCommandList * cmd_list ) ;
IMGUI_API void ImGui_ImplDX12_RenderDrawData ( ImDrawData * draw_data ) ;
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects ( ) ;
IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects ( ) ;