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https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx12.cpp # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # imgui.cpp
This commit is contained in:
@@ -19,6 +19,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
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// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
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// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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@@ -67,7 +68,7 @@ using WGPUProgrammableStageDescriptor = WGPUComputeState;
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#endif
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// Dear ImGui prototypes from imgui_internal.h
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extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
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extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
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#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
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// WebGPU data
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@@ -79,7 +80,6 @@ struct RenderResources
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WGPUBuffer Uniforms = nullptr; // Shader uniforms
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WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
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ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
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WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
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WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
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};
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@@ -253,7 +253,6 @@ static void SafeRelease(RenderResources& res)
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SafeRelease(res.Sampler);
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SafeRelease(res.Uniforms);
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SafeRelease(res.CommonBindGroup);
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SafeRelease(res.ImageBindGroup);
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SafeRelease(res.ImageBindGroupLayout);
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};
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@@ -269,7 +268,7 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
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{
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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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WGPUShaderSourceWGSL wgsl_desc = {};
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wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
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wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
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@@ -284,7 +283,8 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
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WGPUProgrammableStageDescriptor stage_desc = {};
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stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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stage_desc.entryPoint = { "main", WGPU_STRLEN };
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#else
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stage_desc.entryPoint = "main";
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@@ -401,7 +401,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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{
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nullptr,
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"Dear ImGui Vertex buffer",
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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WGPU_STRLEN,
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#endif
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
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@@ -428,7 +428,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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{
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nullptr,
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"Dear ImGui Index buffer",
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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WGPU_STRLEN,
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#endif
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
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@@ -493,18 +493,14 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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{
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// Bind custom texture
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ImTextureID tex_id = pcmd->GetTexID();
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ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
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auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
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if (bind_group)
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ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
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WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
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if (!bind_group)
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{
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
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}
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else
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{
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
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bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
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bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
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bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
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}
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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@@ -526,6 +522,16 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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// Remove all ImageBindGroups
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ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups;
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for (int i = 0; i < image_bind_groups.Data.Size; i++)
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{
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WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p;
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SafeRelease(bind_group);
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}
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image_bind_groups.Data.resize(0);
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platform_io.Renderer_RenderState = nullptr;
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}
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@@ -541,7 +547,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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// Upload texture to graphics system
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{
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WGPUTextureDescriptor tex_desc = {};
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
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#else
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tex_desc.label = "Dear ImGui Font Texture";
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@@ -569,12 +575,20 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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// Upload texture data
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{
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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WGPUTexelCopyTextureInfo dst_view = {};
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#else
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WGPUImageCopyTexture dst_view = {};
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#endif
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dst_view.texture = bd->renderResources.FontTexture;
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dst_view.mipLevel = 0;
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dst_view.origin = { 0, 0, 0 };
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dst_view.aspect = WGPUTextureAspect_All;
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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WGPUTexelCopyBufferLayout layout = {};
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#else
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WGPUTextureDataLayout layout = {};
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#endif
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layout.offset = 0;
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layout.bytesPerRow = width * size_pp;
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layout.rowsPerImage = height;
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@@ -608,7 +622,7 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
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{
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nullptr,
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"Dear ImGui Uniform buffer",
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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WGPU_STRLEN,
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#endif
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
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@@ -716,7 +730,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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// Create depth-stencil State
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WGPUDepthStencilState depth_stencil_state = {};
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depth_stencil_state.format = bd->depthStencilFormat;
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
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#else
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depth_stencil_state.depthWriteEnabled = false;
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@@ -751,11 +765,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
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common_bg_descriptor.entries = common_bg_entries;
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bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
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bd->renderResources.ImageBindGroup = image_bind_group;
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bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
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bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
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SafeRelease(vertex_shader_desc.module);
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SafeRelease(pixel_shader_desc.module);
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@@ -815,7 +825,6 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
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bd->renderResources.Uniforms = nullptr;
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bd->renderResources.CommonBindGroup = nullptr;
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bd->renderResources.ImageBindGroups.Data.reserve(100);
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bd->renderResources.ImageBindGroup = nullptr;
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bd->renderResources.ImageBindGroupLayout = nullptr;
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// Create buffers with a default size (they will later be grown as needed)
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