imgui_impl_dx12.h 4.9 KB

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