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:
@@ -524,7 +524,7 @@ void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display)
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if (bd->VertexDecl)
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if (bd->VertexDecl)
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{
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{
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al_destroy_vertex_decl(bd->VertexDecl);
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al_destroy_vertex_decl(bd->VertexDecl);
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bd->VertexDecl = NULL;
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bd->VertexDecl = nullptr;
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}
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}
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if (bd->Display && !bd->VertexDecl)
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if (bd->Display && !bd->VertexDecl)
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@@ -38,7 +38,7 @@ IMGUI_IMPL_API void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display);
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
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#endif // #ifndef IMGUI_DISABLE
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#endif // #ifndef IMGUI_DISABLE
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@@ -32,7 +32,7 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// [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);
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IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// [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)
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init_info = &bd->InitInfo;
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init_info = &bd->InitInfo;
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bd->pd3dDevice = init_info->Device;
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bd->pd3dDevice = init_info->Device;
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IM_ASSERT(init_info->CommandQueue != NULL);
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IM_ASSERT(init_info->CommandQueue != nullptr);
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bd->pCommandQueue = init_info->CommandQueue;
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bd->pCommandQueue = init_info->CommandQueue;
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bd->RTVFormat = init_info->RTVFormat;
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bd->RTVFormat = init_info->RTVFormat;
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bd->DSVFormat = init_info->DSVFormat;
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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
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// [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);
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IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
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#endif // #ifndef IMGUI_DISABLE
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#endif // #ifndef IMGUI_DISABLE
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@@ -251,10 +251,10 @@ static bool ImGui_ImplGlfw_IsWayland()
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return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND;
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return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND;
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#else
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#else
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const char* version = glfwGetVersionString();
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const char* version = glfwGetVersionString();
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if (strstr(version, "Wayland") == NULL) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
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if (strstr(version, "Wayland") == nullptr) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
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return false;
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return false;
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#ifdef GLFW_EXPOSE_NATIVE_X11
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#ifdef GLFW_EXPOSE_NATIVE_X11
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if (glfwGetX11Display() != NULL)
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if (glfwGetX11Display() != nullptr)
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return false;
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return false;
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#endif
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#endif
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return true;
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return true;
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@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
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#endif
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#endif
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@@ -67,7 +67,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
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#endif
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#endif
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@@ -37,7 +37,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
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#endif // #ifndef IMGUI_DISABLE
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#endif // #ifndef IMGUI_DISABLE
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@@ -41,7 +41,7 @@
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// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
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// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
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// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
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// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
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// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
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// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
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// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
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// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns nullptr. (#6154, #4445, #3530)
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// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
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// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
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// 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).
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// 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).
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 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);
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
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// Configuration flags to add in your imconfig file:
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// Configuration flags to add in your imconfig file:
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@@ -684,7 +684,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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// 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.
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// 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.
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SDL_Window* hovered_window = SDL_GetMouseFocus();
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SDL_Window* hovered_window = SDL_GetMouseFocus();
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const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
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const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
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if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
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if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
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{
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{
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// 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)
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// 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)
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int mouse_x, mouse_y;
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int mouse_x, mouse_y;
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@@ -191,7 +191,7 @@ static void ImGui_ImplSDL3_UpdateIme()
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SDL_StopTextInput(bd->ImeWindow);
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SDL_StopTextInput(bd->ImeWindow);
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bd->ImeWindow = nullptr;
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bd->ImeWindow = nullptr;
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}
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}
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if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == NULL))
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if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == nullptr))
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return;
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return;
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// Start/update current input
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// Start/update current input
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@@ -663,7 +663,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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// 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.
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// 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.
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SDL_Window* hovered_window = SDL_GetMouseFocus();
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SDL_Window* hovered_window = SDL_GetMouseFocus();
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const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
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const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
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if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
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if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
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{
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{
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// 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)
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// 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)
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float mouse_x, mouse_y;
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float mouse_x, mouse_y;
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@@ -48,7 +48,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data,
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// [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
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// [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
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
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// (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.
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// (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.
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// [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
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo;
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VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo;
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if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != NULL)
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if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != nullptr)
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{
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{
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// Deep copy buffer to reduce error-rate for end user (#8282)
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// Deep copy buffer to reduce error-rate for end user (#8282)
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ImVector<VkFormat> formats;
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ImVector<VkFormat> formats;
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@@ -142,7 +142,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_i
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// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
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// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
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IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
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IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
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||||||
// (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)
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|||||||
Reference in New Issue
Block a user