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-// dear imgui: Renderer Backend for DirectX11
-// This needs to be used along with a Platform Backend (e.g. Win32)
-
-// Implemented features:
-// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' 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).
-// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
-
-// 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 ID3D11Device;
-struct ID3D11DeviceContext;
-struct ID3D11SamplerState;
-struct ID3D11Buffer;
-
-// Follow "Getting Started" link and check examples/ folder to learn about using backends!
-IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
-IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
-IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
-IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
-
-// Use if you want to reset your rendering device without losing Dear ImGui state.
-IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
-IMGUI_IMPL_API void ImGui_ImplDX11_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_ImplDX11_UpdateTexture(ImTextureData* tex);
-
-// [BETA] Selected render state data shared with callbacks.
-// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
-// (Please open an issue if you feel you need access to more data)
-struct ImGui_ImplDX11_RenderState
-{
- ID3D11Device* Device;
- ID3D11DeviceContext* DeviceContext;
- ID3D11SamplerState* SamplerDefault;
- ID3D11Buffer* VertexConstantBuffer;
-};
-
-#endif // #ifndef IMGUI_DISABLE