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// 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 <stdint.h>

#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