update Dear ImGui to 1.92.4
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33 changed files with 855 additions and 540 deletions
18
extern/imgui_patched/backends/imgui_impl_dx9.cpp
vendored
18
extern/imgui_patched/backends/imgui_impl_dx9.cpp
vendored
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@ -19,6 +19,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
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@ -381,13 +382,16 @@ void ImGui_ImplDX9_Shutdown()
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplDX9_ShutdownMultiViewportSupport();
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ImGui_ImplDX9_InvalidateDeviceObjects();
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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platform_io.ClearRendererHandlers();
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IM_DELETE(bd);
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}
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@ -458,14 +462,14 @@ void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
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}
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else if (tex->Status == ImTextureStatus_WantDestroy)
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{
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LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID;
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if (backend_tex == nullptr)
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return;
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IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
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backend_tex->Release();
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if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID)
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{
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IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
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backend_tex->Release();
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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}
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tex->SetStatus(ImTextureStatus_Destroyed);
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}
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}
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