Backends: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343)

This commit is contained in:
hunam
2026-04-03 19:38:07 +03:00
committed by ocornut
parent 03a0b00a34
commit 49df3116bc
2 changed files with 5 additions and 2 deletions

View File

@@ -16,6 +16,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343)
// 2026-03-19: Fixed issue in ImGui_ImplMetal_RenderDrawData() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
@@ -215,8 +216,7 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLComman
[commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:vertexBufferOffset atIndex:0];
}
// Metal Render function.

View File

@@ -46,6 +46,9 @@ Other Changes:
- InputText:
- InputTextMultiline: fixed an issue processing deactivation logic when an active
multi-line edit is clipped due to being out of view.
- Backends:
- Metal: avoid redundant vertex buffer bind in SetupRenderState, which leads
to validation issue. (#9343) [@Hunam6]
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