mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-05 06:57:13 +08:00
36 lines
2.0 KiB
C
36 lines
2.0 KiB
C
// dear imgui: Renderer for DirectX12
|
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
|
|
|
// Implemented features:
|
|
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
|
// Issues:
|
|
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
|
|
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
|
// https://github.com/ocornut/imgui
|
|
|
|
#pragma once
|
|
|
|
enum DXGI_FORMAT;
|
|
struct ID3D12Device;
|
|
struct ID3D12DescriptorHeap;
|
|
struct ID3D12GraphicsCommandList;
|
|
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
|
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
|
|
|
// 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.
|
|
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 ImGui state.
|
|
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
|
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|