mirror of
https://github.com/ocornut/imgui.git
synced 2026-04-02 13:37:40 -05:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx12.cpp
This commit is contained in:
@@ -75,7 +75,7 @@ struct ImGui_ImplDX10_Data
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ID3D10InputLayout* pInputLayout;
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ID3D10Buffer* pVertexConstantBuffer;
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ID3D10PixelShader* pPixelShader;
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ID3D10SamplerState* pFontSampler;
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ID3D10SamplerState* pTexSamplerLinear;
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ID3D10RasterizerState* pRasterizerState;
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ID3D10BlendState* pBlendState;
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ID3D10DepthStencilState* pDepthStencilState;
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@@ -146,7 +146,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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device->VSSetShader(bd->pVertexShader);
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device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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device->PSSetShader(bd->pPixelShader);
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device->PSSetSamplers(0, 1, &bd->pFontSampler);
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device->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
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device->GSSetShader(nullptr);
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// Setup render state
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@@ -263,7 +263,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplDX10_RenderState render_state;
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render_state.Device = bd->pd3dDevice;
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render_state.SamplerDefault = bd->pFontSampler;
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render_state.SamplerDefault = bd->pTexSamplerLinear;
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render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
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platform_io.Renderer_RenderState = &render_state;
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@@ -569,7 +569,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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desc.MaxLOD = 0.f;
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
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}
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return true;
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@@ -585,7 +585,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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if (tex->RefCount == 1)
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ImGui_ImplDX10_DestroyTexture(tex);
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
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@@ -79,7 +79,7 @@ struct ImGui_ImplDX11_Data
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ID3D11InputLayout* pInputLayout;
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ID3D11Buffer* pVertexConstantBuffer;
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ID3D11PixelShader* pPixelShader;
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ID3D11SamplerState* pFontSampler;
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ID3D11SamplerState* pTexSamplerLinear;
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ID3D11RasterizerState* pRasterizerState;
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ID3D11BlendState* pBlendState;
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ID3D11DepthStencilState* pDepthStencilState;
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@@ -107,7 +107,7 @@ static void ImGui_ImplDX11_InitMultiViewportSupport();
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static void ImGui_ImplDX11_ShutdownMultiViewportSupport();
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// Functions
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static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
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static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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@@ -151,7 +151,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
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device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
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device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
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device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
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device_ctx->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
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device_ctx->GSSetShader(nullptr, nullptr, 0);
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device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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@@ -279,7 +279,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ImGui_ImplDX11_RenderState render_state;
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render_state.Device = bd->pd3dDevice;
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render_state.DeviceContext = bd->pd3dDeviceContext;
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render_state.SamplerDefault = bd->pFontSampler;
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render_state.SamplerDefault = bd->pTexSamplerLinear;
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render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
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platform_io.Renderer_RenderState = &render_state;
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@@ -586,7 +586,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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desc.MaxLOD = 0.f;
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
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}
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return true;
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@@ -603,7 +603,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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if (tex->RefCount == 1)
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ImGui_ImplDX11_DestroyTexture(tex);
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
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@@ -98,7 +98,10 @@ struct ImGui_ImplDX12_Data
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DXGI_FORMAT DSVFormat;
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ID3D12DescriptorHeap* pd3dSrvDescHeap;
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UINT numFramesInFlight;
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ImGui_ImplDX12_Texture FontTexture;
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ImGui_ImplDX12_RenderBuffers* pFrameResources;
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UINT frameIndex;
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bool LegacySingleDescriptorUsed;
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ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
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@@ -655,26 +658,26 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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D3D12_STATIC_SAMPLER_DESC staticSampler = {};
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staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.MipLODBias = 0.f;
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staticSampler.MaxAnisotropy = 0;
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staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
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staticSampler.MinLOD = 0.f;
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staticSampler.MaxLOD = D3D12_FLOAT32_MAX;
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staticSampler.ShaderRegister = 0;
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staticSampler.RegisterSpace = 0;
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staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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D3D12_STATIC_SAMPLER_DESC staticSampler[1] = {};
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staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSampler[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler[0].MipLODBias = 0.f;
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staticSampler[0].MaxAnisotropy = 0;
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staticSampler[0].ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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staticSampler[0].BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
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staticSampler[0].MinLOD = 0.f;
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staticSampler[0].MaxLOD = D3D12_FLOAT32_MAX;
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staticSampler[0].ShaderRegister = 0;
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staticSampler[0].RegisterSpace = 0;
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staticSampler[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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D3D12_ROOT_SIGNATURE_DESC desc = {};
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desc.NumParameters = _countof(param);
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desc.pParameters = param;
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desc.NumStaticSamplers = 1;
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desc.pStaticSamplers = &staticSampler;
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desc.pStaticSamplers = &staticSampler[0];
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desc.Flags =
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D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
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@@ -248,6 +248,7 @@ struct ImGui_ImplOpenGL3_Data
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GLsizeiptr VertexBufferSize;
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GLsizeiptr IndexBufferSize;
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bool HasPolygonMode;
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bool HasBindSampler;
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bool HasClipOrigin;
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bool UseBufferSubData;
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ImVector<char> TempBuffer;
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@@ -403,6 +404,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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// Detect extensions we support
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
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bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
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#endif
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);
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#endif
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bd->HasClipOrigin = (bd->GlVersion >= 450);
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#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
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@@ -505,7 +509,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
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if (bd->HasBindSampler)
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
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#endif
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@@ -553,7 +557,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
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GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
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GLuint last_sampler; if (bd->HasBindSampler) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
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#endif
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GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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@@ -678,7 +682,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
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if (bd->HasBindSampler)
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glBindSampler(0, last_sampler);
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#endif
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glActiveTexture(last_active_texture);
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@@ -180,6 +180,7 @@ typedef khronos_uint8_t GLubyte;
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#define GL_RENDERER 0x1F01
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#define GL_VERSION 0x1F02
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#define GL_EXTENSIONS 0x1F03
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#define GL_NEAREST 0x2600
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#define GL_LINEAR 0x2601
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#define GL_TEXTURE_MAG_FILTER 0x2800
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#define GL_TEXTURE_MIN_FILTER 0x2801
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@@ -400,9 +401,15 @@ GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum
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#ifndef GL_VERSION_3_3
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#define GL_VERSION_3_3 1
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#define GL_SAMPLER_BINDING 0x8919
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typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers);
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typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers);
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typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
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typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);
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#ifdef GL_GLEXT_PROTOTYPES
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GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers);
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GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers);
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GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
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GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param);
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#endif
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#endif /* GL_VERSION_3_3 */
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#ifndef GL_VERSION_4_1
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@@ -483,7 +490,7 @@ GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
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/* gl3w internal state */
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union ImGL3WProcs {
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GL3WglProc ptr[60];
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GL3WglProc ptr[63];
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struct {
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PFNGLACTIVETEXTUREPROC ActiveTexture;
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PFNGLATTACHSHADERPROC AttachShader;
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@@ -503,6 +510,7 @@ union ImGL3WProcs {
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PFNGLCREATESHADERPROC CreateShader;
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PFNGLDELETEBUFFERSPROC DeleteBuffers;
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PFNGLDELETEPROGRAMPROC DeleteProgram;
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PFNGLDELETESAMPLERSPROC DeleteSamplers;
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PFNGLDELETESHADERPROC DeleteShader;
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PFNGLDELETETEXTURESPROC DeleteTextures;
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PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
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@@ -515,6 +523,7 @@ union ImGL3WProcs {
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PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
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PFNGLFLUSHPROC Flush;
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PFNGLGENBUFFERSPROC GenBuffers;
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PFNGLGENSAMPLERSPROC GenSamplers;
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PFNGLGENTEXTURESPROC GenTextures;
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PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
|
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PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
|
||||
@@ -535,6 +544,7 @@ union ImGL3WProcs {
|
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PFNGLPIXELSTOREIPROC PixelStorei;
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PFNGLPOLYGONMODEPROC PolygonMode;
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PFNGLREADPIXELSPROC ReadPixels;
|
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PFNGLSAMPLERPARAMETERIPROC SamplerParameteri;
|
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PFNGLSCISSORPROC Scissor;
|
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PFNGLSHADERSOURCEPROC ShaderSource;
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PFNGLTEXIMAGE2DPROC TexImage2D;
|
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@@ -569,6 +579,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs;
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||||
#define glCreateShader imgl3wProcs.gl.CreateShader
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#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
|
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#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
|
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#define glDeleteSamplers imgl3wProcs.gl.DeleteSamplers
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#define glDeleteShader imgl3wProcs.gl.DeleteShader
|
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#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
|
||||
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
|
||||
@@ -581,6 +592,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs;
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||||
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
|
||||
#define glFlush imgl3wProcs.gl.Flush
|
||||
#define glGenBuffers imgl3wProcs.gl.GenBuffers
|
||||
#define glGenSamplers imgl3wProcs.gl.GenSamplers
|
||||
#define glGenTextures imgl3wProcs.gl.GenTextures
|
||||
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
|
||||
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
|
||||
@@ -601,6 +613,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs;
|
||||
#define glPixelStorei imgl3wProcs.gl.PixelStorei
|
||||
#define glPolygonMode imgl3wProcs.gl.PolygonMode
|
||||
#define glReadPixels imgl3wProcs.gl.ReadPixels
|
||||
#define glSamplerParameteri imgl3wProcs.gl.SamplerParameteri
|
||||
#define glScissor imgl3wProcs.gl.Scissor
|
||||
#define glShaderSource imgl3wProcs.gl.ShaderSource
|
||||
#define glTexImage2D imgl3wProcs.gl.TexImage2D
|
||||
@@ -870,6 +883,7 @@ static const char *proc_names[] = {
|
||||
"glCreateShader",
|
||||
"glDeleteBuffers",
|
||||
"glDeleteProgram",
|
||||
"glDeleteSamplers",
|
||||
"glDeleteShader",
|
||||
"glDeleteTextures",
|
||||
"glDeleteVertexArrays",
|
||||
@@ -882,6 +896,7 @@ static const char *proc_names[] = {
|
||||
"glEnableVertexAttribArray",
|
||||
"glFlush",
|
||||
"glGenBuffers",
|
||||
"glGenSamplers",
|
||||
"glGenTextures",
|
||||
"glGenVertexArrays",
|
||||
"glGetAttribLocation",
|
||||
@@ -902,6 +917,7 @@ static const char *proc_names[] = {
|
||||
"glPixelStorei",
|
||||
"glPolygonMode",
|
||||
"glReadPixels",
|
||||
"glSamplerParameteri",
|
||||
"glScissor",
|
||||
"glShaderSource",
|
||||
"glTexImage2D",
|
||||
|
||||
@@ -61,7 +61,7 @@ struct ImGui_ImplSDLGPU3_Data
|
||||
SDL_GPUShader* VertexShader = nullptr;
|
||||
SDL_GPUShader* FragmentShader = nullptr;
|
||||
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
|
||||
SDL_GPUSampler* TexSampler = nullptr;
|
||||
SDL_GPUSampler* TexSamplerLinear = nullptr;
|
||||
SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
|
||||
uint32_t TexTransferBufferSize = 0;
|
||||
|
||||
@@ -87,7 +87,7 @@ static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
|
||||
static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplSDLGPU3_RenderState* render_state, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
render_state->SamplerCurrent = bd->TexSampler;
|
||||
render_state->SamplerCurrent = bd->TexSamplerLinear;
|
||||
|
||||
// Bind graphics pipeline
|
||||
SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
|
||||
@@ -236,7 +236,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
ImGui_ImplSDLGPU3_RenderState render_state;
|
||||
render_state.Device = bd->InitInfo.Device;
|
||||
render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSampler;
|
||||
render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSamplerLinear;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
|
||||
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
||||
@@ -341,7 +341,7 @@ void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
|
||||
texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
|
||||
|
||||
SDL_GPUTexture* raw_tex = SDL_CreateGPUTexture(v->Device, &texture_info);
|
||||
IM_ASSERT(raw_tex != nullptr && "Failed to create font texture, call SDL_GetError() for more info");
|
||||
IM_ASSERT(raw_tex != nullptr && "Failed to create texture, call SDL_GetError() for more info");
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)raw_tex);
|
||||
@@ -371,7 +371,7 @@ void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
|
||||
transferbuffer_info.size = upload_size + 1024;
|
||||
bd->TexTransferBufferSize = upload_size + 1024;
|
||||
bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
|
||||
IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
|
||||
IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create transfer buffer, call SDL_GetError() for more information");
|
||||
}
|
||||
|
||||
// Copy to transfer buffer
|
||||
@@ -560,7 +560,7 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
|
||||
|
||||
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
||||
|
||||
if (bd->TexSampler == nullptr)
|
||||
if (bd->TexSamplerLinear == nullptr)
|
||||
{
|
||||
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
||||
SDL_GPUSamplerCreateInfo sampler_info = {};
|
||||
@@ -577,8 +577,8 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
|
||||
sampler_info.max_anisotropy = 1.0f;
|
||||
sampler_info.enable_compare = false;
|
||||
|
||||
bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
|
||||
IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
|
||||
bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info);
|
||||
IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
|
||||
}
|
||||
|
||||
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
|
||||
@@ -613,7 +613,7 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
|
||||
if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
|
||||
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
|
||||
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
|
||||
if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; }
|
||||
if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; }
|
||||
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
|
||||
}
|
||||
|
||||
@@ -663,7 +663,7 @@ void ImGui_ImplSDLGPU3_NewFrame()
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
|
||||
|
||||
if (!bd->TexSampler)
|
||||
if (!bd->TexSamplerLinear)
|
||||
ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
|
||||
@@ -283,7 +283,7 @@ struct ImGui_ImplVulkan_Data
|
||||
ImVector<VkFormat> PipelineRenderingCreateInfoColorAttachmentFormats; // Deep copy of format array
|
||||
|
||||
// Texture management
|
||||
VkSampler TexSampler;
|
||||
VkSampler TexSamplerLinear;
|
||||
VkCommandPool TexCommandPool;
|
||||
VkCommandBuffer TexCommandBuffer;
|
||||
|
||||
@@ -766,7 +766,7 @@ void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex)
|
||||
}
|
||||
|
||||
// Create the Descriptor Set
|
||||
backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSampler, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSamplerLinear, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)backend_tex->DescriptorSet);
|
||||
@@ -1066,7 +1066,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err;
|
||||
|
||||
if (!bd->TexSampler)
|
||||
if (!bd->TexSamplerLinear)
|
||||
{
|
||||
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
||||
VkSamplerCreateInfo info = {};
|
||||
@@ -1080,7 +1080,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
info.minLod = -1000;
|
||||
info.maxLod = 1000;
|
||||
info.maxAnisotropy = 1.0f;
|
||||
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSampler);
|
||||
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSamplerLinear);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
@@ -1217,7 +1217,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
|
||||
if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; }
|
||||
if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; }
|
||||
if (bd->TexSampler) { vkDestroySampler(v->Device, bd->TexSampler, v->Allocator); bd->TexSampler = VK_NULL_HANDLE; }
|
||||
if (bd->TexSamplerLinear) { vkDestroySampler(v->Device, bd->TexSamplerLinear, v->Allocator); bd->TexSamplerLinear = VK_NULL_HANDLE; }
|
||||
if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
|
||||
if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
|
||||
if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
|
||||
|
||||
Reference in New Issue
Block a user