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Texutres: minor comments, tweaks.
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@@ -2740,10 +2740,9 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool rendere
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if (atlas->Builder == NULL) // This will only happen if fonts were not already loaded.
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ImFontAtlasBuildMain(atlas);
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}
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else // Legacy backend
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{
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// Legacy backend
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if (!atlas->RendererHasTextures)
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IM_ASSERT_USER_ERROR(atlas->TexIsBuilt, "Backend does not support ImGuiBackendFlags_RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8().");
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}
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if (atlas->TexIsBuilt && atlas->Builder->PreloadedAllGlyphsRanges)
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IM_ASSERT_USER_ERROR(atlas->RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags_RendererHasTextures got set! With new backends: you don't need to call Build().");
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@@ -2798,8 +2797,9 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool rendere
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}
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else if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_WantDestroy)
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{
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// Request destroy. Keep bool as it allows us to keep track of things.
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// We don't destroy pixels right away, as backend may have an in-flight copy from RAM.
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// Request destroy.
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// - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend.
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// - We don't destroy pixels right away, as backend may have an in-flight copy from RAM.
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IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates);
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tex->Status = ImTextureStatus_WantDestroy;
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}
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@@ -2955,7 +2955,7 @@ void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex,
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tex->UsedRect.h = (unsigned short)(ImMax(tex->UsedRect.y + tex->UsedRect.h, req.y + req.h) - tex->UsedRect.y);
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atlas->TexIsBuilt = false;
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// No need to queue if status is _WantCreate
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// No need to queue if status is == ImTextureStatus_WantCreate
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if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates)
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{
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tex->Status = ImTextureStatus_WantUpdates;
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