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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, 0 insertions, 48 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_dx10.h b/imgui-1.92.1/backends/imgui_impl_dx10.h deleted file mode 100644 index 38ecbdf..0000000 --- a/imgui-1.92.1/backends/imgui_impl_dx10.h +++ /dev/null @@ -1,48 +0,0 @@ -// 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 |
