diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index 776a7b01f..8e33af1b4 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -202,8 +202,8 @@ struct VERTEX_CONSTANT_BUFFER_DX12 }; // Forward Declarations -static void ImGui_ImplDX12_InitPlatformInterface(); -static void ImGui_ImplDX12_ShutdownPlatformInterface(); +static void ImGui_ImplDX12_InitMultiViewportSupport(); +static void ImGui_ImplDX12_ShutdownMultiViewportSupport(); // Functions static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr) @@ -932,7 +932,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplDX12_InitPlatformInterface(); + ImGui_ImplDX12_InitMultiViewportSupport(); // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport, // Since this is created and managed by the application, we will only use the ->Resources[] fields. @@ -996,7 +996,7 @@ void ImGui_ImplDX12_Shutdown() } // Clean up windows and device objects - ImGui_ImplDX12_ShutdownPlatformInterface(); + ImGui_ImplDX12_ShutdownMultiViewportSupport(); ImGui_ImplDX12_InvalidateDeviceObjects(); io.BackendRendererName = nullptr; @@ -1240,7 +1240,7 @@ static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) ::SwitchToThread(); } -void ImGui_ImplDX12_InitPlatformInterface() +void ImGui_ImplDX12_InitMultiViewportSupport() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow; @@ -1250,7 +1250,7 @@ void ImGui_ImplDX12_InitPlatformInterface() platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers; } -void ImGui_ImplDX12_ShutdownPlatformInterface() +void ImGui_ImplDX12_ShutdownMultiViewportSupport() { ImGui::DestroyPlatformWindows(); }