1 // dear imgui: Renderer for DirectX12 2 // This needs to be used along with a Platform Binding (e.g. Win32) 3 4 // Implemented features: 5 // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. 6 // Issues: 7 // [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 8 9 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. 10 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. 11 // https://github.com/ocornut/imgui 12 13 #pragma once 14 15 enum DXGI_FORMAT; 16 struct ID3D12Device; 17 struct ID3D12GraphicsCommandList; 18 struct D3D12_CPU_DESCRIPTOR_HANDLE; 19 struct D3D12_GPU_DESCRIPTOR_HANDLE; 20 21 // cmd_list is the command list that the implementation will use to render imgui draw lists. 22 // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate 23 // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. 24 // 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. 25 IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, 26 D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); 27 IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); 28 IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); 29 IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); 30 31 // Use if you want to reset your rendering device without losing ImGui state. 32 IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); 33 IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); 34