Misc shallow tweaks/tidying up. (#8446)

This commit is contained in:
ocornut
2025-02-27 21:55:17 +01:00
parent 482a1f50b6
commit 1aab00da85
6 changed files with 20 additions and 33 deletions

View File

@@ -87,8 +87,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
// Setup viewport // Setup viewport
D3D10_VIEWPORT vp; D3D10_VIEWPORT vp = {};
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
vp.Width = (UINT)draw_data->DisplaySize.x; vp.Width = (UINT)draw_data->DisplaySize.x;
vp.Height = (UINT)draw_data->DisplaySize.y; vp.Height = (UINT)draw_data->DisplaySize.y;
vp.MinDepth = 0.0f; vp.MinDepth = 0.0f;
@@ -152,8 +151,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{ {
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc; D3D10_BUFFER_DESC desc = {};
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC; desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
@@ -167,8 +165,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{ {
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc; D3D10_BUFFER_DESC desc = {};
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC; desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
@@ -431,7 +428,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// Create the constant buffer // Create the constant buffer
{ {
D3D10_BUFFER_DESC desc; D3D10_BUFFER_DESC desc = {};
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
desc.Usage = D3D10_USAGE_DYNAMIC; desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;

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@@ -90,8 +90,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
// Setup viewport // Setup viewport
D3D11_VIEWPORT vp; D3D11_VIEWPORT vp = {};
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = draw_data->DisplaySize.x; vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y; vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f; vp.MinDepth = 0.0f;
@@ -158,8 +157,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{ {
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc; D3D11_BUFFER_DESC desc = {};
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC; desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
@@ -172,8 +170,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{ {
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc; D3D11_BUFFER_DESC desc = {};
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC; desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
@@ -447,7 +444,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the constant buffer // Create the constant buffer
{ {
D3D11_BUFFER_DESC desc; D3D11_BUFFER_DESC desc = {};
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
desc.Usage = D3D11_USAGE_DYNAMIC; desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

View File

@@ -137,8 +137,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
} }
// Setup viewport // Setup viewport
D3D12_VIEWPORT vp; D3D12_VIEWPORT vp = {};
memset(&vp, 0, sizeof(D3D12_VIEWPORT));
vp.Width = draw_data->DisplaySize.x; vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y; vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f; vp.MinDepth = 0.0f;
@@ -149,14 +148,12 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
// Bind shader and vertex buffers // Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert); unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0; unsigned int offset = 0;
D3D12_VERTEX_BUFFER_VIEW vbv; D3D12_VERTEX_BUFFER_VIEW vbv = {};
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
vbv.SizeInBytes = fr->VertexBufferSize * stride; vbv.SizeInBytes = fr->VertexBufferSize * stride;
vbv.StrideInBytes = stride; vbv.StrideInBytes = stride;
command_list->IASetVertexBuffers(0, 1, &vbv); command_list->IASetVertexBuffers(0, 1, &vbv);
D3D12_INDEX_BUFFER_VIEW ibv; D3D12_INDEX_BUFFER_VIEW ibv = {};
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
@@ -196,13 +193,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
{ {
SafeRelease(fr->VertexBuffer); SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D12_HEAP_PROPERTIES props; D3D12_HEAP_PROPERTIES props = {};
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD; props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc; D3D12_RESOURCE_DESC desc = {};
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
desc.Height = 1; desc.Height = 1;
@@ -219,13 +214,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
{ {
SafeRelease(fr->IndexBuffer); SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D12_HEAP_PROPERTIES props; D3D12_HEAP_PROPERTIES props = {};
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD; props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc; D3D12_RESOURCE_DESC desc = {};
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
desc.Height = 1; desc.Height = 1;
@@ -333,8 +326,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
// Upload texture to graphics system // Upload texture to graphics system
ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture; ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
{ {
D3D12_HEAP_PROPERTIES props; D3D12_HEAP_PROPERTIES props = {};
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_DEFAULT; props.Type = D3D12_HEAP_TYPE_DEFAULT;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
@@ -561,8 +553,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
psoDesc.NodeMask = 1; psoDesc.NodeMask = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.pRootSignature = bd->pRootSignature; psoDesc.pRootSignature = bd->pRootSignature;

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@@ -13,6 +13,7 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE #ifndef IMGUI_DISABLE

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@@ -284,7 +284,7 @@ bool ImGui_ImplOpenGL3_InitLoader()
{ {
// Initialize our loader // Initialize our loader
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W #ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
if (glGetIntegerv == NULL && imgl3wInit() != 0) if (glGetIntegerv == nullptr && imgl3wInit() != 0)
{ {
fprintf(stderr, "Failed to initialize OpenGL loader!\n"); fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return false; return false;

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@@ -21,6 +21,7 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE #ifndef IMGUI_DISABLE