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Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt
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@@ -2796,21 +2796,29 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool rendere
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if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures)
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK.");
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// Request destroy
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// - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend.
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// - We don't destroy pixels right away, as backend may have an in-flight copy from RAM.
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if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_Destroyed && tex->Status != ImTextureStatus_WantDestroy)
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{
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IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates);
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tex->Status = ImTextureStatus_WantDestroy;
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}
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// If a texture has never reached the backend, they don't need to know about it.
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// (note: backends between 1.92.0 and 1.92.4 could set an already destroyed texture to ImTextureStatus_WantDestroy
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// when invalidating graphics objects twice, which would previously remove it from the list and crash.)
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if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL)
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tex->Status = ImTextureStatus_Destroyed;
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// Process texture being destroyed
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if (tex->Status == ImTextureStatus_Destroyed)
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{
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!");
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if (tex->WantDestroyNextFrame)
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remove_from_list = true; // Destroy was scheduled by us
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else
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tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend (e.g. freed resources mid-run)
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}
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else if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_WantDestroy)
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{
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// Request destroy.
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// - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend.
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// - We don't destroy pixels right away, as backend may have an in-flight copy from RAM.
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IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates);
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tex->Status = ImTextureStatus_WantDestroy;
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tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend: recreate it (e.g. freed resources mid-run)
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}
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// The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering.
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@@ -2818,13 +2826,10 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool rendere
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if (tex->Status == ImTextureStatus_WantDestroy)
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tex->UnusedFrames++;
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// If a texture has never reached the backend, they don't need to know about it.
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if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL)
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remove_from_list = true;
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// Destroy and remove
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if (remove_from_list)
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{
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IM_ASSERT(atlas->TexData != tex);
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tex->DestroyPixels();
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IM_DELETE(tex);
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atlas->TexList.erase(atlas->TexList.begin() + tex_n);
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