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Backends: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343)
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@@ -16,6 +16,7 @@
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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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// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343)
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// 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)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
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@@ -215,8 +216,7 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLComman
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[commandEncoder setRenderPipelineState:renderPipelineState];
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
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[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:vertexBufferOffset atIndex:0];
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}
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// Metal Render function.
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@@ -46,6 +46,9 @@ Other Changes:
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- InputText:
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- InputTextMultiline: fixed an issue processing deactivation logic when an active
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multi-line edit is clipped due to being out of view.
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- Backends:
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- Metal: avoid redundant vertex buffer bind in SetupRenderState, which leads
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to validation issue. (#9343) [@Hunam6]
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-----------------------------------------------------------------------
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