update Dear ImGui to 1.91.6
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49 changed files with 903 additions and 491 deletions
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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@ -316,7 +316,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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platform_io.Renderer_RenderState = NULL;
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platform_io.Renderer_RenderState = nullptr;
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// Restore modified DX state
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device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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@ -387,21 +387,16 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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}
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// Create texture sampler
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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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static void ImGui_ImplDX11_DestroyFontsTexture()
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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if (bd->pFontTextureView)
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{
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.MipLODBias = 0.f;
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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->pFontTextureView->Release();
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bd->pFontTextureView = nullptr;
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ImGui::GetIO().Fonts->SetTexID(0); // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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}
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// Create other sampler
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@ -580,6 +575,22 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
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}
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// Create texture sampler
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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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{
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.MipLODBias = 0.f;
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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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}
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ImGui_ImplDX11_CreateFontsTexture();
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return true;
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@ -591,9 +602,13 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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if (!bd->pd3dDevice)
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return;
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ImGui_ImplDX11_DestroyFontsTexture();
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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// tildearrow: why do we not need this anymore?
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if (bd->pTexSampler) { bd->pTexSampler->Release(); bd->pTexSampler = nullptr; }
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if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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// END
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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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