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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # examples/example_glfw_metal/main.mm # examples/example_glfw_opengl2/main.cpp # examples/example_glfw_opengl3/main.cpp # examples/example_glfw_vulkan/main.cpp # examples/example_sdl2_directx11/main.cpp # examples/example_sdl2_opengl2/main.cpp # examples/example_sdl2_opengl3/main.cpp # examples/example_sdl2_sdlrenderer2/main.cpp # examples/example_sdl2_vulkan/main.cpp # examples/example_sdl3_directx11/main.cpp # examples/example_sdl3_opengl3/main.cpp # examples/example_sdl3_sdlgpu3/main.cpp # examples/example_sdl3_sdlrenderer3/main.cpp # examples/example_sdl3_vulkan/main.cpp # examples/example_win32_directx10/main.cpp # examples/example_win32_directx11/main.cpp # examples/example_win32_directx12/main.cpp # examples/example_win32_directx9/main.cpp # examples/example_win32_opengl3/main.cpp # examples/example_win32_vulkan/main.cpp # imgui_internal.h
This commit is contained in:
commit
2a08c87b8c
66 changed files with 308 additions and 310 deletions
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@ -23,7 +23,7 @@
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// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
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// CHANGELOG
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created.
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@ -64,6 +64,7 @@ struct ImGui_ImplSDLGPU3_Data
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SDL_GPUShader* FragmentShader = nullptr;
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SDL_GPUGraphicsPipeline* Pipeline = nullptr;
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SDL_GPUSampler* TexSamplerLinear = nullptr;
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SDL_GPUSampler* TexSamplerNearest = nullptr;
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SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
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uint32_t TexTransferBufferSize = 0;
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@ -238,7 +239,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplSDLGPU3_RenderState render_state;
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render_state.Device = bd->InitInfo.Device;
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render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSamplerLinear;
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render_state.SamplerLinear = render_state.SamplerCurrent = bd->TexSamplerLinear;
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render_state.SamplerNearest = bd->TexSamplerNearest;
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platform_io.Renderer_RenderState = &render_state;
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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@ -594,9 +596,14 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
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sampler_info.enable_anisotropy = false;
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sampler_info.max_anisotropy = 1.0f;
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sampler_info.enable_compare = false;
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bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info);
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IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
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sampler_info.min_filter = SDL_GPU_FILTER_NEAREST;
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sampler_info.mag_filter = SDL_GPU_FILTER_NEAREST;
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sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
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bd->TexSamplerNearest = SDL_CreateGPUSampler(v->Device, &sampler_info);
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IM_ASSERT(bd->TexSamplerNearest != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
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}
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ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
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