update Dear ImGui to 1.92.3 - comment wrap working

finally I can get rid of that silly text
so much drama over a freaking setting...

nobody got the reference
This commit is contained in:
tildearrow 2025-09-17 19:09:03 -05:00
parent c0da289d40
commit e583a49436
23 changed files with 1082 additions and 568 deletions

View file

@ -79,7 +79,7 @@ struct ImGui_ImplDX11_Data
ID3D11InputLayout* pInputLayout;
ID3D11Buffer* pVertexConstantBuffer;
ID3D11PixelShader* pPixelShader;
ID3D11SamplerState* pFontSampler;
ID3D11SamplerState* pTexSamplerLinear;
ID3D11RasterizerState* pRasterizerState;
ID3D11BlendState* pBlendState;
ID3D11DepthStencilState* pDepthStencilState;
@ -109,7 +109,7 @@ static void ImGui_ImplDX11_InitMultiViewportSupport();
static void ImGui_ImplDX11_ShutdownMultiViewportSupport();
// Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
@ -153,7 +153,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
device_ctx->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
// tildearrow: do we need this?
bd->SamplersSet=false;
device_ctx->GSSetShader(nullptr, nullptr, 0);
@ -283,7 +283,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX11_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.DeviceContext = bd->pd3dDeviceContext;
render_state.SamplerDefault = bd->pFontSampler;
render_state.SamplerDefault = bd->pTexSamplerLinear;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state;
@ -325,7 +325,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
// unfortunately this workaround doesn't work anymore with the introduction of dynamic atlas
/*
if (texture_srv == bd->pFontTextureView && bd->SamplersSet) {
device->PSSetSamplers(0, 1, &bd->pFontSampler);
device->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
bd->SamplersSet=false;
} else if (texture_srv != bd->pFontTextureView && !bd->SamplersSet) {
device->PSSetSamplers(0, 1, &bd->pTexSampler);
@ -611,7 +611,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
}
return true;
@ -628,8 +628,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (tex->RefCount == 1)
ImGui_ImplDX11_DestroyTexture(tex);
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
// END
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }