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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx11.h # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx12.h # backends/imgui_impl_glfw.cpp # backends/imgui_impl_sdlrenderer2.cpp # backends/imgui_impl_sdlrenderer2.h # backends/imgui_impl_sdlrenderer3.cpp # backends/imgui_impl_sdlrenderer3.h # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_vulkan.h # backends/imgui_impl_wgpu.cpp # backends/imgui_impl_wgpu.h # backends/imgui_impl_win32.cpp # imgui.cpp # imgui_demo.cpp
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commit
514a97a9b7
38 changed files with 319 additions and 167 deletions
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@ -4,12 +4,9 @@
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// Implemented features:
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// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'.
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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 / platform windows. With issues (flickering when creating a new viewport).
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// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
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// See imgui_impl_vulkan.cpp file for details.
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// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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@ -120,7 +117,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet d
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IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in io.BackendRendererRenderState during the ImGui_ImplVulkan_RenderDrawData() call.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplVulkan_RenderState
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{
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