diff options
Diffstat (limited to 'imgui-1.92.1/backends/imgui_impl_dx12.h')
| -rw-r--r-- | imgui-1.92.1/backends/imgui_impl_dx12.h | 79 |
1 files changed, 0 insertions, 79 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_dx12.h b/imgui-1.92.1/backends/imgui_impl_dx12.h deleted file mode 100644 index 4ff5104..0000000 --- a/imgui-1.92.1/backends/imgui_impl_dx12.h +++ /dev/null @@ -1,79 +0,0 @@ -// 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 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'. - -// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. -// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ - -// 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 -#include <dxgiformat.h> // DXGI_FORMAT -#include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE - -// Initialization data, for ImGui_ImplDX12_Init() -struct ImGui_ImplDX12_InitInfo -{ - ID3D12Device* Device; - ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads. - int NumFramesInFlight; - DXGI_FORMAT RTVFormat; // RenderTarget format. - DXGI_FORMAT DSVFormat; // DepthStencilView format. - void* UserData; - - // Allocating SRV descriptors for textures is up to the application, so we provide callbacks. - // (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more) - ID3D12DescriptorHeap* SrvDescriptorHeap; - void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle); - void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those. - D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor; -#endif - - ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); } -}; - -// Follow "Getting Started" link and check examples/ folder to learn about using backends! -IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info); -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); - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -// Legacy initialization API Obsoleted in 1.91.5 -// - 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, they must be in 'srv_descriptor_heap' -// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field. -IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); -#endif - -// Use if you want to reset your rendering device without losing Dear ImGui state. -IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplDX12_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_ImplDX12_UpdateTexture(ImTextureData* tex); - -// [BETA] Selected render state data shared with callbacks. -// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call. -// (Please open an issue if you feel you need access to more data) -struct ImGui_ImplDX12_RenderState -{ - ID3D12Device* Device; - ID3D12GraphicsCommandList* CommandList; -}; - -#endif // #ifndef IMGUI_DISABLE |
