// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2014-2021 NVIDIA Corporation. All rights reserved. #ifndef IMGUI_GRAPH_D3D12_H #define IMGUI_GRAPH_D3D12_H #include #include "../DemoApp/imguiGraph.h" struct ImguiDescriptorReserveHandleD3D12 { ID3D12DescriptorHeap* heap; UINT descriptorSize; D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle; D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle; }; struct ImguiDynamicDescriptorHeapD3D12 { void* userdata; ImguiDescriptorReserveHandleD3D12(*reserveDescriptors)(void* userdata, UINT numDescriptors, UINT64 lastFenceCompleted, UINT64 nextFenceValue); }; struct ImguiGraphDescD3D12 { ID3D12Device* device = nullptr; ID3D12GraphicsCommandList* commandList = nullptr; UINT64 lastFenceCompleted; UINT64 nextFenceValue; int winW; int winH; uint32_t maxVertices = 64 * 4096u; ImguiDynamicDescriptorHeapD3D12 dynamicHeapCbvSrvUav = {}; ImguiGraphDescD3D12() {} }; inline const ImguiGraphDescD3D12* cast_to_imguiGraphDescD3D12(const ImguiGraphDesc* desc) { return (const ImguiGraphDescD3D12*)(desc); } inline ImguiGraphDesc* cast_from_imguiGraphDescD3D12(ImguiGraphDescD3D12* desc) { return (ImguiGraphDesc*)(desc); } IMGUI_GRAPH_API void imguiGraphContextInitD3D12(const ImguiGraphDesc* desc); IMGUI_GRAPH_API void imguiGraphContextUpdateD3D12(const ImguiGraphDesc* desc); IMGUI_GRAPH_API void imguiGraphContextDestroyD3D12(); IMGUI_GRAPH_API void imguiGraphRecordBeginD3D12(); IMGUI_GRAPH_API void imguiGraphRecordEndD3D12(); IMGUI_GRAPH_API void imguiGraphVertex2fD3D12(float x, float y); IMGUI_GRAPH_API void imguiGraphVertex2fvD3D12(const float* v); IMGUI_GRAPH_API void imguiGraphTexCoord2fD3D12(float u, float v); IMGUI_GRAPH_API void imguiGraphColor4ubD3D12(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha); IMGUI_GRAPH_API void imguiGraphColor4ubvD3D12(const uint8_t* v); IMGUI_GRAPH_API void imguiGraphFontTextureEnableD3D12(); IMGUI_GRAPH_API void imguiGraphFontTextureDisableD3D12(); IMGUI_GRAPH_API void imguiGraphEnableScissorD3D12(int x, int y, int width, int height); IMGUI_GRAPH_API void imguiGraphDisableScissorD3D12(); IMGUI_GRAPH_API void imguiGraphFontTextureInitD3D12(unsigned char* data); IMGUI_GRAPH_API void imguiGraphFontTextureReleaseD3D12(); #endif