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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx12.cpp
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@@ -98,7 +98,10 @@ struct ImGui_ImplDX12_Data
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DXGI_FORMAT DSVFormat;
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ID3D12DescriptorHeap* pd3dSrvDescHeap;
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UINT numFramesInFlight;
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ImGui_ImplDX12_Texture FontTexture;
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ImGui_ImplDX12_RenderBuffers* pFrameResources;
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UINT frameIndex;
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bool LegacySingleDescriptorUsed;
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ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
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@@ -655,26 +658,26 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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D3D12_STATIC_SAMPLER_DESC staticSampler = {};
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staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.MipLODBias = 0.f;
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staticSampler.MaxAnisotropy = 0;
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staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
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staticSampler.MinLOD = 0.f;
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staticSampler.MaxLOD = D3D12_FLOAT32_MAX;
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staticSampler.ShaderRegister = 0;
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staticSampler.RegisterSpace = 0;
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staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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D3D12_STATIC_SAMPLER_DESC staticSampler[1] = {};
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staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSampler[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler[0].MipLODBias = 0.f;
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staticSampler[0].MaxAnisotropy = 0;
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staticSampler[0].ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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staticSampler[0].BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
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staticSampler[0].MinLOD = 0.f;
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staticSampler[0].MaxLOD = D3D12_FLOAT32_MAX;
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staticSampler[0].ShaderRegister = 0;
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staticSampler[0].RegisterSpace = 0;
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staticSampler[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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D3D12_ROOT_SIGNATURE_DESC desc = {};
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desc.NumParameters = _countof(param);
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desc.pParameters = param;
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desc.NumStaticSamplers = 1;
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desc.pStaticSamplers = &staticSampler;
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desc.pStaticSamplers = &staticSampler[0];
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desc.Flags =
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D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
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