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Examples: SDL3+SDL_GPU: use SDL_WaitAndAcquireGPUSwapchainTexture() instead of SDL_AcquireGPUSwapchainTexture(). (#8830)
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2 changed files with 3 additions and 1 deletions
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@ -82,6 +82,8 @@ Other Changes:
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- CI: Added SDL3 builds to MacOS and Windows. (#8819, #8778) [@scribam]
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- CI: Added SDL3 builds to MacOS and Windows. (#8819, #8778) [@scribam]
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- CI: Updated Windows CI to use a more recent SDL2. (#8819, #8778) [@scribam]
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- CI: Updated Windows CI to use a more recent SDL2. (#8819, #8778) [@scribam]
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- Examples: SDL3+Metal: added SDL3+Metal example. (#8827, #8825) [@shi-yan]
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- Examples: SDL3+Metal: added SDL3+Metal example. (#8827, #8825) [@shi-yan]
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- Examples: SDL3+SDL_GPU: use SDL_WaitAndAcquireGPUSwapchainTexture() instead
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of SDL_AcquireGPUSwapchainTexture(). (#8830) [@itsdanott]
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- Backends: OpenGL3: add and call embedded loader shutdown in ImGui_ImplOpenGL3_Shutdown()
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- Backends: OpenGL3: add and call embedded loader shutdown in ImGui_ImplOpenGL3_Shutdown()
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to facilitate multiple init/shutdown cycles in same process. (#8792) [@tim-rex]
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to facilitate multiple init/shutdown cycles in same process. (#8792) [@tim-rex]
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- Backends: OpenGL2, OpenGL3: set GL_UNPACK_ALIGNMENT to 1 before updating
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- Backends: OpenGL2, OpenGL3: set GL_UNPACK_ALIGNMENT to 1 before updating
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@ -184,7 +184,7 @@ int main(int, char**)
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SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
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SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
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SDL_GPUTexture* swapchain_texture;
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SDL_GPUTexture* swapchain_texture;
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SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
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SDL_WaitAndAcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
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if (swapchain_texture != nullptr && !is_minimized)
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if (swapchain_texture != nullptr && !is_minimized)
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{
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{
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