1개월 전 · Jul 9, 2026 6:33 PM
Configuring DirectX 12 descriptor heaps for ImGui shaders:
CPP
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap));
ImGui_ImplDX12_Init(
pDevice,
3, // Buffer count (triple buffering)
DXGI_FORMAT_R8G8B8A8_UNORM,
g_pd3dSrvDescHeap,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()
);Enables hardware-accelerated font texture sampling in DX12 games!