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| author | Nic Gaffney <gaffney_nic@protonmail.com> | 2024-06-12 21:15:52 -0500 |
|---|---|---|
| committer | Nic Gaffney <gaffney_nic@protonmail.com> | 2024-06-12 21:15:52 -0500 |
| commit | 963fae202108acd0498349e872e4811fa6c6aba0 (patch) | |
| tree | 1a7d5b6ee837700819d8f6f5a2484342a0ab6ec1 /vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h | |
| parent | 6084001df845815efd9c0eb712acf4fd9311ce36 (diff) | |
| download | particle-sim-963fae202108acd0498349e872e4811fa6c6aba0.tar.gz | |
Added imgui for configuration
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, 50 insertions, 0 deletions
diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h b/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h new file mode 100644 index 0000000..1db5d49 --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h @@ -0,0 +1,50 @@ +// 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 |
