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1// dear imgui: Renderer Backend for DirectX12
2// This needs to be used along with a Platform Backend (e.g. Win32)
3
4// Implemented features:
5// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
6// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
7// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
8// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
9// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
10
11// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
12// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
13
14// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
15// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
16// Learn about Dear ImGui:
17// - FAQ https://dearimgui.com/faq
18// - Getting Started https://dearimgui.com/getting-started
19// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
20// - Introduction, links and more at the top of imgui.cpp
21
22#pragma once
23#include "imgui.h" // IMGUI_IMPL_API
24#ifndef IMGUI_DISABLE
25#include <dxgiformat.h> // DXGI_FORMAT
26#include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE
27
28// Clang/GCC warnings with -Weverything
29#if defined(__clang__)
30#pragma clang diagnostic push
31#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
32#endif
33
34// Initialization data, for ImGui_ImplDX12_Init()
35struct ImGui_ImplDX12_InitInfo
36{
37 ID3D12Device* Device;
38 ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads.
39 int NumFramesInFlight;
40 DXGI_FORMAT RTVFormat; // RenderTarget format.
41 DXGI_FORMAT DSVFormat; // DepthStencilView format.
42 void* UserData;
43
44 // Allocating SRV descriptors for textures is up to the application, so we provide callbacks.
45 // (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more)
46 ID3D12DescriptorHeap* SrvDescriptorHeap;
47 void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle);
48 void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle);
49#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
50 D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those.
51 D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
52#endif
53
54 ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); }
55};
56
57// Follow "Getting Started" link and check examples/ folder to learn about using backends!
58IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info);
59IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
60IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
61IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
62
63#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
64// Legacy initialization API Obsoleted in 1.91.5
65// - 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'
66// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field.
67IMGUI_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);
68#endif
69
70// Use if you want to reset your rendering device without losing Dear ImGui state.
71IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
72IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
73
74// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
75IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
76
77// [BETA] Selected render state data shared with callbacks.
78// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call.
79// (Please open an issue if you feel you need access to more data)
80struct ImGui_ImplDX12_RenderState
81{
82 ID3D12Device* Device;
83 ID3D12GraphicsCommandList* CommandList;
84};
85
86#if defined(__clang__)
87#pragma clang diagnostic pop
88#endif
89
90#endif // #ifndef IMGUI_DISABLE