diff options
| author | Nic Gaffney <gaffney_nic@protonmail.com> | 2025-10-13 01:19:27 -0500 |
|---|---|---|
| committer | Nic Gaffney <gaffney_nic@protonmail.com> | 2025-10-13 01:19:27 -0500 |
| commit | 1f9b827badb2de4c4eaae11c0d02242ec90af7f6 (patch) | |
| tree | 27acb295833e6eee730dd71f98db280d54c6a4ad /vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h | |
| parent | b5d0c1dcd751f4735d9f6b45c805300000c9d171 (diff) | |
| download | particle-sim-1f9b827badb2de4c4eaae11c0d02242ec90af7f6.tar.gz | |
Updating to zig 0.15.1
Diffstat (limited to 'vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h')
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h | 50 |
1 files changed, 0 insertions, 50 deletions
diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h b/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h deleted file mode 100644 index 1db5d49..0000000 --- a/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h +++ /dev/null @@ -1,50 +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 ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. - -// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. -// See imgui_impl_dx12.cpp file for details. - -// 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 - -struct ID3D12Device; -struct ID3D12DescriptorHeap; -struct ID3D12GraphicsCommandList; -struct D3D12_CPU_DESCRIPTOR_HANDLE; -struct D3D12_GPU_DESCRIPTOR_HANDLE; - -// FIX(zig-gamedev) -extern "C" { - -// 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(); - -} - -#endif // #ifndef IMGUI_DISABLE |
