add renderer abstraction

This commit is contained in:
Sven Balzer
2026-07-03 10:14:10 +02:00
parent f8f82bc653
commit aaa5b2078b
118 changed files with 1852545 additions and 1052 deletions
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// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// dear imgui: Renderer Backend for DirectX10
// Auto-generated forward declarations for C header
typedef struct ImGui_ImplDX10_RenderState_t ImGui_ImplDX10_RenderState;
// ImDrawIdx: vertex index. [Compile-time configurable type]
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
#endif // #ifndef ImDrawIdx
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#include "dcimgui.h"
#ifndef IMGUI_DISABLE
typedef struct ID3D10Device_t ID3D10Device;
typedef struct ID3D10SamplerState_t ID3D10SamplerState;
typedef struct ID3D10Buffer_t ID3D10Buffer;
typedef struct ImDrawData_t ImDrawData;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
CIMGUI_IMPL_API bool cImGui_ImplDX10_Init(ID3D10Device* device);
CIMGUI_IMPL_API void cImGui_ImplDX10_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplDX10_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
CIMGUI_IMPL_API bool cImGui_ImplDX10_CreateDeviceObjects(void);
CIMGUI_IMPL_API void cImGui_ImplDX10_InvalidateDeviceObjects(void);
// (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.
CIMGUI_IMPL_API void cImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX10_RenderState_t
{
ID3D10Device* Device;
ID3D10SamplerState* SamplerLinear;
ID3D10SamplerState* SamplerNearest;
ID3D10Buffer* VertexConstantBuffer;
};
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif