add renderer abstraction
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// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
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// **DO NOT EDIT DIRECTLY**
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// https://github.com/dearimgui/dear_bindings
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// dear imgui: Renderer Backend for DirectX12
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// Auto-generated forward declarations for C header
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typedef struct ImGui_ImplDX12_InitInfo_t ImGui_ImplDX12_InitInfo;
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typedef struct ImGui_ImplDX12_RenderState_t ImGui_ImplDX12_RenderState;
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// ImDrawIdx: vertex index. [Compile-time configurable type]
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// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
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// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
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#ifndef ImDrawIdx
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typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
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#endif // #ifndef ImDrawIdx
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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#include "dcimgui.h"
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#ifndef IMGUI_DISABLE
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#include <dxgiformat.h>
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#include <d3d12.h>
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// Clang/GCC warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#endif // #if defined(__clang__)
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typedef struct ImGui_ImplDX12_InitInfo_ImDrawData_t ImGui_ImplDX12_InitInfo_ImDrawData;
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// Initialization data, for ImGui_ImplDX12_Init()
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struct ImGui_ImplDX12_InitInfo_t
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{
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ID3D12Device* Device;
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ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads.
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int NumFramesInFlight;
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DXGI_FORMAT RTVFormat; // RenderTarget format.
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DXGI_FORMAT DSVFormat; // DepthStencilView format.
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void* UserData;
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// Allocating SRV descriptors for textures is up to the application, so we provide callbacks.
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// (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more)
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ID3D12DescriptorHeap* SrvDescriptorHeap;
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void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle);
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void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those.
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D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
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#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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};
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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CIMGUI_IMPL_API bool cImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info);
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CIMGUI_IMPL_API void cImGui_ImplDX12_Shutdown(void);
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CIMGUI_IMPL_API void cImGui_ImplDX12_NewFrame(void);
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CIMGUI_IMPL_API void cImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// Legacy initialization API Obsoleted in 1.91.5
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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, they must be in 'srv_descriptor_heap'
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// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field.
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CIMGUI_IMPL_API bool cImGui_ImplDX12_InitID3D12DevicePtr(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);
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#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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CIMGUI_IMPL_API bool cImGui_ImplDX12_CreateDeviceObjects(void);
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CIMGUI_IMPL_API void cImGui_ImplDX12_InvalidateDeviceObjects(void);
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// (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.
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CIMGUI_IMPL_API void cImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplDX12_RenderState_t
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{
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ID3D12Device* Device;
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ID3D12GraphicsCommandList* CommandList;
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};
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#if defined(__clang__)
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#pragma clang diagnostic pop
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#endif // #if defined(__clang__)
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#endif// #ifndef IMGUI_DISABLE
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#ifdef __cplusplus
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} // End of extern "C" block
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#endif
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