// ImGui Win32 + DirectX12 binding // FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui enum DXGI_FORMAT; struct ID3D12Device; struct ID3D12GraphicsCommandList; struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE; // 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_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); IMGUI_API void ImGui_ImplDX12_Shutdown(); IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list); IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();