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Backends: DirectX10, DirectX11, SDLGPU3: added nearest sampler in ImGui_ImplDX10_RenderState/ImGui_ImplDX11_RenderState/ImGui_ImplSDLGPU3_RenderState struct.
(#6969, #5834, #7468, #3590, #9173, #8926, #7230, #5118, #3590, #2973, #6969)
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@@ -62,6 +62,7 @@ struct ImGui_ImplSDLGPU3_Data
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SDL_GPUShader* FragmentShader = nullptr;
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SDL_GPUGraphicsPipeline* Pipeline = nullptr;
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SDL_GPUSampler* TexSamplerLinear = nullptr;
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SDL_GPUSampler* TexSamplerNearest = nullptr;
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SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
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uint32_t TexTransferBufferSize = 0;
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@@ -236,7 +237,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplSDLGPU3_RenderState render_state;
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render_state.Device = bd->InitInfo.Device;
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render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSamplerLinear;
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render_state.SamplerLinear = render_state.SamplerCurrent = bd->TexSamplerLinear;
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render_state.SamplerNearest = bd->TexSamplerNearest;
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platform_io.Renderer_RenderState = &render_state;
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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@@ -592,9 +594,14 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
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sampler_info.enable_anisotropy = false;
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sampler_info.max_anisotropy = 1.0f;
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sampler_info.enable_compare = false;
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bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info);
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IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
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sampler_info.min_filter = SDL_GPU_FILTER_NEAREST;
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sampler_info.mag_filter = SDL_GPU_FILTER_NEAREST;
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sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
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bd->TexSamplerNearest = SDL_CreateGPUSampler(v->Device, &sampler_info);
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IM_ASSERT(bd->TexSamplerNearest != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
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}
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ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
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