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/*
* Copyright (c) 2014-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
//direct3d headers
#include <d3d11.h>
#include "appD3D11Ctx.h"
// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#include "appD3D11Ctx.h"
#include "imguiGraphD3D11.h"
IMGUI_GRAPH_API bool imguiInteropGraphInitD3D11(imguiGraphInit_t func, const char* fontpath, AppGraphCtx* appctx);
IMGUI_GRAPH_API void imguiInteropGraphUpdateD3D11(imguiGraphUpdate_t func, AppGraphCtx* appctx);
bool imguiInteropGraphInitD3D11(imguiGraphInit_t func, const char* fontpath, AppGraphCtx* appctxIn)
{
ImguiGraphDescD3D11 desc;
AppGraphCtxD3D11* appctx = cast_to_AppGraphCtxD3D11(appctxIn);
desc.device = appctx->m_device;
desc.deviceContext = appctx->m_deviceContext;
desc.winW = appctx->m_winW;
desc.winH = appctx->m_winH;
return func(fontpath, cast_from_imguiGraphDescD3D11(&desc));
}
void imguiInteropGraphUpdateD3D11(imguiGraphUpdate_t func, AppGraphCtx* appctxIn)
{
ImguiGraphDescD3D11 desc;
AppGraphCtxD3D11* appctx = cast_to_AppGraphCtxD3D11(appctxIn);
desc.device = appctx->m_device;
desc.deviceContext = appctx->m_deviceContext;
desc.winW = appctx->m_winW;
desc.winH = appctx->m_winH;
return func(cast_from_imguiGraphDescD3D11(&desc));
}
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