Examples: DirectX12: Merge, various styling tweaks, update for 1.60 wip, synchronized Win32 features with other examples. (#301)
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@@ -1,5 +1,8 @@
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// ImGui Win32 + DirectX12 binding
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// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
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// Implemented features:
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// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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@@ -12,22 +15,18 @@ struct ID3D12GraphicsCommandList;
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struct D3D12_CPU_DESCRIPTOR_HANDLE;
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struct D3D12_GPU_DESCRIPTOR_HANDLE;
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// cmdList is the command list that the implementation will use to render the
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// GUI.
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//
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// Before calling ImGui::Render(), caller must prepare cmdList by resetting it
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// and setting the appropriate render target and descriptor heap that contains
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// fontSrvCpuDescHandle/fontSrvGpuDescHandle.
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//
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// fontSrvCpuDescHandle and fontSrvGpuDescHandle are handles to a single SRV
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// descriptor to use for the internal font texture.
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IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int numFramesInFlight,
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// cmd_list is the command list that the implementation will use to render imgui draw lists.
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// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
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// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
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// 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.
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IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
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ID3D12Device* device,
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DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle,
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D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle);
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
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D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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IMGUI_API void ImGui_ImplDX12_Shutdown();
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IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmdList);
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IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
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IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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@@ -37,5 +36,5 @@ IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
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/*
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IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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*/
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