imgui_impl_dx12.h 2.5 KB

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  1. // dear imgui: Renderer Backend for DirectX12
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
  6. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
  7. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
  8. // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  12. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  13. #pragma once
  14. #include "imgui.h" // IMGUI_IMPL_API
  15. #include <dxgiformat.h> // DXGI_FORMAT
  16. struct ID3D12Device;
  17. struct ID3D12DescriptorHeap;
  18. struct ID3D12GraphicsCommandList;
  19. struct D3D12_CPU_DESCRIPTOR_HANDLE;
  20. struct D3D12_GPU_DESCRIPTOR_HANDLE;
  21. // cmd_list is the command list that the implementation will use to render imgui draw lists.
  22. // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
  23. // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
  24. // 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.
  25. IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
  26. D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
  27. IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
  28. IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
  29. IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
  30. // Use if you want to reset your rendering device without losing Dear ImGui state.
  31. IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
  32. IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();