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pub const D3D12_CPU_DESCRIPTOR_HANDLE = extern struct {
ptr: c_ulonglong,
};
pub const D3D12_GPU_DESCRIPTOR_HANDLE = extern struct {
ptr: c_ulonglong,
};
pub fn init(
device: *const anyopaque, // ID3D12Device
num_frames_in_flight: u32,
rtv_format: c_uint, // DXGI_FORMAT
cbv_srv_heap: *const anyopaque, // ID3D12DescriptorHeap
font_srv_cpu_desc_handle: D3D12_CPU_DESCRIPTOR_HANDLE,
font_srv_gpu_desc_handle: D3D12_GPU_DESCRIPTOR_HANDLE,
) void {
if (!ImGui_ImplDX12_Init(
device,
num_frames_in_flight,
rtv_format,
cbv_srv_heap,
font_srv_cpu_desc_handle,
font_srv_gpu_desc_handle,
)) {
@panic("failed to init d3d12 for imgui");
}
}
pub fn deinit() void {
ImGui_ImplDX12_Shutdown();
}
pub fn newFrame() void {
ImGui_ImplDX12_NewFrame();
}
pub fn render(
draw_data: *const anyopaque, // *gui.DrawData
gfx_command_list: *const anyopaque, // *ID3D12GraphicsCommandList
) void {
ImGui_ImplDX12_RenderDrawData(draw_data, gfx_command_list);
}
// Those functions are defined in 'imgui_impl_dx12.cpp`
// (they include few custom changes).
extern fn ImGui_ImplDX12_Init(
device: *const anyopaque, // ID3D12Device
num_frames_in_flight: u32,
rtv_format: u32, // DXGI_FORMAT
cbv_srv_heap: *const anyopaque, // ID3D12DescriptorHeap
font_srv_cpu_desc_handle: D3D12_CPU_DESCRIPTOR_HANDLE,
font_srv_gpu_desc_handle: D3D12_GPU_DESCRIPTOR_HANDLE,
) bool;
extern fn ImGui_ImplDX12_Shutdown() void;
extern fn ImGui_ImplDX12_NewFrame() void;
extern fn ImGui_ImplDX12_RenderDrawData(
draw_data: *const anyopaque, // *ImDrawData
graphics_command_list: *const anyopaque, // *ID3D12GraphicsCommandList
) void;
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