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authorgrm <grm@eyesin.space>2026-03-14 02:29:15 +0200
committergrm <grm@eyesin.space>2026-03-14 02:29:15 +0200
commit650e5afde271d22b3653832daf339e1bd09a10d6 (patch)
treecc5e536b0150de1109daa43a055547d2266e60dd /lib/imgui-1.92.6/backends/imgui_impl_dx11.h
parent20e64711ce2a09b657fb79d59cb824e9e34d2b07 (diff)
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Migrate to imgui 1.92.6 and SDL3HEADmaster
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+// dear imgui: Renderer Backend for DirectX11
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' 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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
+
+// 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
+#include "imgui.h" // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct ID3D11Device;
+struct ID3D11DeviceContext;
+struct ID3D11SamplerState;
+struct ID3D11Buffer;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
+IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
+
+// (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.
+IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
+
+// [BETA] Selected render state data shared with callbacks.
+// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
+// (Please open an issue if you feel you need access to more data)
+struct ImGui_ImplDX11_RenderState
+{
+ ID3D11Device* Device;
+ ID3D11DeviceContext* DeviceContext;
+ ID3D11SamplerState* SamplerLinear;
+ ID3D11SamplerState* SamplerNearest;
+ ID3D11Buffer* VertexConstantBuffer;
+};
+
+#endif // #ifndef IMGUI_DISABLE