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Backends: SDL_GPU: add swapchain parameters to ImGui_ImplSDLGPU3_InitInfo. (#8892)
(docking branch commit)
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@@ -24,6 +24,7 @@
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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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// 2025-08-20: Added SwapchainComposition::SwapchainComposition and SwapchainComposition::PresentMode to configure how secondary viewports are created.
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// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
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// 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler.
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// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
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@@ -677,6 +678,7 @@ static void ImGui_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport)
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ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
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SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
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SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window);
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SDL_SetGPUSwapchainParameters(data->InitInfo.Device, window, data->InitInfo.SwapchainComposition, data->InitInfo.PresentMode);
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viewport->RendererUserData = (void*)1;
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}
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