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mirror of https://github.com/ocornut/imgui.git synced 2026-01-18 17:11:23 +01:00

Backends: fixed reappearing uses to NULL to favor nullptr.

This commit is contained in:
ocornut
2026-01-15 16:08:40 +01:00
parent d7598aa84f
commit 21d3299e58
20 changed files with 23 additions and 23 deletions

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@@ -524,7 +524,7 @@ void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display)
if (bd->VertexDecl) if (bd->VertexDecl)
{ {
al_destroy_vertex_decl(bd->VertexDecl); al_destroy_vertex_decl(bd->VertexDecl);
bd->VertexDecl = NULL; bd->VertexDecl = nullptr;
} }
if (bd->Display && !bd->VertexDecl) if (bd->Display && !bd->VertexDecl)

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@@ -38,7 +38,7 @@ IMGUI_IMPL_API void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display);
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplAllegro5_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 = NULL to handle this manually. // (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_ImplAllegro5_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

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@@ -32,7 +32,7 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX10_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 = NULL to handle this manually. // (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_ImplDX10_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.

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@@ -34,7 +34,7 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); 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 = NULL to handle this manually. // (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); IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.

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@@ -875,7 +875,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
init_info = &bd->InitInfo; init_info = &bd->InitInfo;
bd->pd3dDevice = init_info->Device; bd->pd3dDevice = init_info->Device;
IM_ASSERT(init_info->CommandQueue != NULL); IM_ASSERT(init_info->CommandQueue != nullptr);
bd->pCommandQueue = init_info->CommandQueue; bd->pCommandQueue = init_info->CommandQueue;
bd->RTVFormat = init_info->RTVFormat; bd->RTVFormat = init_info->RTVFormat;
bd->DSVFormat = init_info->DSVFormat; bd->DSVFormat = init_info->DSVFormat;

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@@ -64,7 +64,7 @@ IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX12_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 = NULL to handle this manually. // (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_ImplDX12_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.

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@@ -31,7 +31,7 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_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 = NULL to handle this manually. // (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_ImplDX9_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

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@@ -251,10 +251,10 @@ static bool ImGui_ImplGlfw_IsWayland()
return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND; return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND;
#else #else
const char* version = glfwGetVersionString(); const char* version = glfwGetVersionString();
if (strstr(version, "Wayland") == NULL) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland if (strstr(version, "Wayland") == nullptr) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
return false; return false;
#ifdef GLFW_EXPOSE_NATIVE_X11 #ifdef GLFW_EXPOSE_NATIVE_X11
if (glfwGetX11Display() != NULL) if (glfwGetX11Display() != nullptr)
return false; return false;
#endif #endif
return true; return true;

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@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (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_ImplMetal_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
#endif #endif
@@ -67,7 +67,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (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_ImplMetal_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
#endif #endif

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@@ -37,7 +37,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (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_ImplOpenGL2_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

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@@ -41,7 +41,7 @@
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375) // 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333) // 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) // 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) // 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns nullptr. (#6154, #4445, #3530)
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) // 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). // 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.

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@@ -40,7 +40,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (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_ImplOpenGL3_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
// Configuration flags to add in your imconfig file: // Configuration flags to add in your imconfig file:

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@@ -684,7 +684,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature. // Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
SDL_Window* hovered_window = SDL_GetMouseFocus(); SDL_Window* hovered_window = SDL_GetMouseFocus();
const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0; const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
{ {
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
int mouse_x, mouse_y; int mouse_x, mouse_y;

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@@ -191,7 +191,7 @@ static void ImGui_ImplSDL3_UpdateIme()
SDL_StopTextInput(bd->ImeWindow); SDL_StopTextInput(bd->ImeWindow);
bd->ImeWindow = nullptr; bd->ImeWindow = nullptr;
} }
if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == NULL)) if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == nullptr))
return; return;
// Start/update current input // Start/update current input
@@ -663,7 +663,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature. // Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
SDL_Window* hovered_window = SDL_GetMouseFocus(); SDL_Window* hovered_window = SDL_GetMouseFocus();
const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window); const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
{ {
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
float mouse_x, mouse_y; float mouse_x, mouse_y;

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@@ -48,7 +48,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data,
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (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_ImplSDLGPU3_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.

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@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_d
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (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_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.

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@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_d
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (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_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.

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@@ -1156,7 +1156,7 @@ void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* pi
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo; VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo;
if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != NULL) if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != nullptr)
{ {
// Deep copy buffer to reduce error-rate for end user (#8282) // Deep copy buffer to reduce error-rate for end user (#8282)
ImVector<VkFormat> formats; ImVector<VkFormat> formats;

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@@ -142,7 +142,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_i
// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering. // Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info); IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (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_ImplVulkan_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
// Register a texture (VkDescriptorSet == ImTextureID) // Register a texture (VkDescriptorSet == ImTextureID)

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@@ -72,7 +72,7 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplWGPU_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 = NULL to handle this manually. // (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_ImplWGPU_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.