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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx12.cpp
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@@ -283,7 +283,7 @@ struct ImGui_ImplVulkan_Data
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ImVector<VkFormat> PipelineRenderingCreateInfoColorAttachmentFormats; // Deep copy of format array
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// Texture management
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VkSampler TexSampler;
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VkSampler TexSamplerLinear;
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VkCommandPool TexCommandPool;
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VkCommandBuffer TexCommandBuffer;
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@@ -766,7 +766,7 @@ void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex)
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}
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// Create the Descriptor Set
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backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSampler, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSamplerLinear, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Store identifiers
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tex->SetTexID((ImTextureID)backend_tex->DescriptorSet);
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@@ -1066,7 +1066,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
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ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
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VkResult err;
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if (!bd->TexSampler)
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if (!bd->TexSamplerLinear)
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{
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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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VkSamplerCreateInfo info = {};
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@@ -1080,7 +1080,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
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info.minLod = -1000;
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info.maxLod = 1000;
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info.maxAnisotropy = 1.0f;
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err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSampler);
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err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSamplerLinear);
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check_vk_result(err);
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}
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@@ -1217,7 +1217,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
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if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; }
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if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; }
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if (bd->TexSampler) { vkDestroySampler(v->Device, bd->TexSampler, v->Allocator); bd->TexSampler = VK_NULL_HANDLE; }
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if (bd->TexSamplerLinear) { vkDestroySampler(v->Device, bd->TexSamplerLinear, v->Allocator); bd->TexSamplerLinear = VK_NULL_HANDLE; }
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if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
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if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
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if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
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