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39 lines
2.3 KiB
C
39 lines
2.3 KiB
C
// dear imgui: Renderer Backend for DirectX12
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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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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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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// See imgui_impl_dx12.cpp file for details.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#include <dxgiformat.h> // DXGI_FORMAT
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struct ID3D12Device;
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struct ID3D12DescriptorHeap;
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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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// cmd_list is the command list that the implementation will use to render imgui draw lists.
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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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// 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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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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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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IMGUI_IMPL_API bool 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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// Use if you want to reset your rendering device without losing Dear ImGui state.
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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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