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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp
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@@ -23,6 +23,7 @@
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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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// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
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// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
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// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
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@@ -234,7 +235,12 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != nullptr)
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{
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pcmd->UserCallback(draw_list, pcmd);
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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else
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pcmd->UserCallback(draw_list, pcmd);
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}
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else
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{
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@@ -589,7 +595,6 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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bd->InitInfo = *info;
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ImGui_ImplSDLGPU3_CreateDeviceObjects();
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ImGui_ImplSDLGPU3_InitMultiViewportSupport();
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return true;
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@@ -614,6 +619,8 @@ void ImGui_ImplSDLGPU3_NewFrame()
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
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if (!bd->FontSampler)
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ImGui_ImplSDLGPU3_CreateDeviceObjects();
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if (!bd->FontTexture)
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ImGui_ImplSDLGPU3_CreateFontsTexture();
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}
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