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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 | + |
| 10 | +// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. |
| 11 | +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ |
| 12 | + |
| 13 | +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 14 | +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| 15 | +// Learn about Dear ImGui: |
| 16 | +// - FAQ https://dearimgui.com/faq |
| 17 | +// - Getting Started https://dearimgui.com/getting-started |
| 18 | +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 19 | +// - Introduction, links and more at the top of imgui.cpp |
| 20 | + |
| 21 | +#pragma once |
| 22 | +#include "imgui.h" // IMGUI_IMPL_API |
| 23 | +#ifndef IMGUI_DISABLE |
| 24 | +#include <dxgiformat.h> // DXGI_FORMAT |
| 25 | +#include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE |
| 26 | + |
| 27 | +// Initialization data, for ImGui_ImplDX12_Init() |
| 28 | +struct ImGui_ImplDX12_InitInfo |
| 29 | +{ |
| 30 | + ID3D12Device* Device; |
| 31 | + ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads. |
| 32 | + int NumFramesInFlight; |
| 33 | + DXGI_FORMAT RTVFormat; // RenderTarget format. |
| 34 | + DXGI_FORMAT DSVFormat; // DepthStencilView format. |
| 35 | + void* UserData; |
| 36 | + |
| 37 | + // Allocating SRV descriptors for textures is up to the application, so we provide callbacks. |
| 38 | + // (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more) |
| 39 | + ID3D12DescriptorHeap* SrvDescriptorHeap; |
| 40 | + void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle); |
| 41 | + void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle); |
| 42 | +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS |
| 43 | + D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those. |
| 44 | + D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor; |
| 45 | +#endif |
| 46 | + |
| 47 | + ImGui_ImplDX12_InitInfo() { memset(this, 0, sizeof(*this)); } |
| 48 | +}; |
| 49 | + |
| 50 | +// Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| 51 | +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info); |
| 52 | +IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); |
| 53 | +IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); |
| 54 | +IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); |
| 55 | + |
| 56 | +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS |
| 57 | +// Legacy initialization API Obsoleted in 1.91.5 |
| 58 | +// - 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' |
| 59 | +// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field. |
| 60 | +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); |
| 61 | +#endif |
| 62 | + |
| 63 | +// Use if you want to reset your rendering device without losing Dear ImGui state. |
| 64 | +IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); |
| 65 | +IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); |
| 66 | + |
| 67 | +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. |
| 68 | +IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex); |
| 69 | + |
| 70 | +// [BETA] Selected render state data shared with callbacks. |
| 71 | +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call. |
| 72 | +// (Please open an issue if you feel you need access to more data) |
| 73 | +struct ImGui_ImplDX12_RenderState |
| 74 | +{ |
| 75 | + ID3D12Device* Device; |
| 76 | + ID3D12GraphicsCommandList* CommandList; |
| 77 | +}; |
| 78 | + |
| 79 | +#endif // #ifndef IMGUI_DISABLE |
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