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| author | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-03 19:22:36 +0200 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-03 19:22:36 +0200 |
| commit | 853bbb3752a5fa2f58ef456ffb6e3a552e13cb11 (patch) | |
| tree | ce49a533f82a42a65fa6a4771a7b8fbfe33798cf /imgui-1.92.1/backends/imgui_impl_dx10.h | |
initial commit
Diffstat (limited to 'imgui-1.92.1/backends/imgui_impl_dx10.h')
| -rw-r--r-- | imgui-1.92.1/backends/imgui_impl_dx10.h | 48 |
1 files changed, 48 insertions, 0 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_dx10.h b/imgui-1.92.1/backends/imgui_impl_dx10.h new file mode 100644 index 0000000..38ecbdf --- /dev/null +++ b/imgui-1.92.1/backends/imgui_impl_dx10.h @@ -0,0 +1,48 @@ +// dear imgui: Renderer Backend for DirectX10 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). + +// 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. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ID3D10Device; +struct ID3D10SamplerState; +struct ID3D10Buffer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); +IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX10_RenderState +{ + ID3D10Device* Device; + ID3D10SamplerState* SamplerDefault; + ID3D10Buffer* VertexConstantBuffer; +}; + +#endif // #ifndef IMGUI_DISABLE |
