| // 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) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). | |
| // [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 | |
| // 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); | |
| D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those. | |
| D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor; | |
| 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); | |
| // 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); | |
| // 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(); | |
| // [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; | |
| }; | |