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- // dear imgui: Renderer Backend for DirectX12
- // This needs to be used along with a Platform Backend (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.
- // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
- // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
- // 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.
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
- // Read online: https://github.com/ocornut/imgui/tree/master/docs
- #pragma once
- #include "imgui.h" // IMGUI_IMPL_API
- #include <dxgiformat.h> // 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 Dear ImGui state.
- IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
- IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
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