Merge branch 'master_fonts' into docking

# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx10.h
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_metal.h
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl2.h
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_opengl3.h
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_sdlgpu3.cpp
#	backends/imgui_impl_sdlgpu3.h
#	backends/imgui_impl_vulkan.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_sdl2_directx11/main.cpp
#	examples/example_sdl2_opengl2/main.cpp
#	examples/example_sdl2_opengl3/main.cpp
#	examples/example_sdl2_vulkan/main.cpp
#	examples/example_sdl3_opengl3/main.cpp
#	examples/example_sdl3_sdlgpu3/main.cpp
#	examples/example_sdl3_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
This commit is contained in:
ocornut
2025-06-11 18:02:31 +02:00
69 changed files with 6392 additions and 3046 deletions

View File

@@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
@@ -22,6 +23,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429)
// 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
@@ -260,6 +262,13 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplDX12_UpdateTexture(tex);
// FIXME: We are assuming that this only gets called once per frame!
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
@@ -393,18 +402,39 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
platform_io.Renderer_RenderState = nullptr;
}
static void ImGui_ImplDX12_CreateFontsTexture()
static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
if (backend_tex == nullptr)
return;
IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID);
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle);
SafeRelease(backend_tex->pTextureResource);
backend_tex->hFontSrvCpuDescHandle.ptr = 0;
backend_tex->hFontSrvGpuDescHandle.ptr = 0;
IM_DELETE(backend_tex);
// Upload texture to graphics system
ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
}
void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bool need_barrier_before_copy = true; // Do we need a resource barrier before we copy new data in?
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
ImGui_ImplDX12_Texture* backend_tex = IM_NEW(ImGui_ImplDX12_Texture)();
bd->InitInfo.SrvDescriptorAllocFn(&bd->InitInfo, &backend_tex->hFontSrvCpuDescHandle, &backend_tex->hFontSrvGpuDescHandle); // Allocate a desctriptor handle
D3D12_HEAP_PROPERTIES props = {};
props.Type = D3D12_HEAP_TYPE_DEFAULT;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
@@ -414,8 +444,8 @@ static void ImGui_ImplDX12_CreateFontsTexture()
ZeroMemory(&desc, sizeof(desc));
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
desc.Alignment = 0;
desc.Width = width;
desc.Height = height;
desc.Width = tex->Width;
desc.Height = tex->Height;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@@ -428,8 +458,47 @@ static void ImGui_ImplDX12_CreateFontsTexture()
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
UINT upload_pitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT upload_size = height * upload_pitch;
// Create SRV
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, backend_tex->hFontSrvCpuDescHandle);
SafeRelease(backend_tex->pTextureResource);
backend_tex->pTextureResource = pTexture;
// Store identifiers
tex->SetTexID((ImTextureID)backend_tex->hFontSrvGpuDescHandle.ptr);
tex->BackendUserData = backend_tex;
need_barrier_before_copy = false; // Because this is a newly-created texture it will be in D3D12_RESOURCE_STATE_COMMON and thus we don't need a barrier
// We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
}
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
// FIXME-OPT: Uploading single box even when using ImTextureStatus_WantUpdates. Could use tex->Updates[]
// - Copy all blocks contiguously in upload buffer.
// - Barrier before copy, submit all CopyTextureRegion(), barrier after copy.
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
UINT upload_pitch_src = upload_w * tex->BytesPerPixel;
UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT upload_size = upload_pitch_dst * upload_h;
D3D12_RESOURCE_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = 0;
desc.Width = upload_size;
@@ -442,47 +511,19 @@ static void ImGui_ImplDX12_CreateFontsTexture()
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
// FIXME-OPT: Can upload buffer be reused?
ID3D12Resource* uploadBuffer = nullptr;
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
IM_ASSERT(SUCCEEDED(hr));
void* mapped = nullptr;
D3D12_RANGE range = { 0, upload_size };
hr = uploadBuffer->Map(0, &range, &mapped);
IM_ASSERT(SUCCEEDED(hr));
for (int y = 0; y < height; y++)
memcpy((void*) ((uintptr_t) mapped + y * upload_pitch), pixels + y * width * 4, width * 4);
uploadBuffer->Unmap(0, &range);
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
{
srcLocation.pResource = uploadBuffer;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srcLocation.PlacedFootprint.Footprint.Width = width;
srcLocation.PlacedFootprint.Footprint.Height = height;
srcLocation.PlacedFootprint.Footprint.Depth = 1;
srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch;
dstLocation.pResource = pTexture;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
}
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = pTexture;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
// Create temporary command list and execute immediately
ID3D12Fence* fence = nullptr;
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
IM_ASSERT(SUCCEEDED(hr));
@@ -490,16 +531,63 @@ static void ImGui_ImplDX12_CreateFontsTexture()
HANDLE event = ::CreateEvent(0, 0, 0, 0);
IM_ASSERT(event != nullptr);
// FIXME-OPT: Create once and reuse?
ID3D12CommandAllocator* cmdAlloc = nullptr;
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
IM_ASSERT(SUCCEEDED(hr));
// FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures)
ID3D12GraphicsCommandList* cmdList = nullptr;
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
IM_ASSERT(SUCCEEDED(hr));
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
cmdList->ResourceBarrier(1, &barrier);
// Copy to upload buffer
void* mapped = nullptr;
D3D12_RANGE range = { 0, upload_size };
hr = uploadBuffer->Map(0, &range, &mapped);
IM_ASSERT(SUCCEEDED(hr));
for (int y = 0; y < upload_h; y++)
memcpy((void*)((uintptr_t)mapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src);
uploadBuffer->Unmap(0, &range);
if (need_barrier_before_copy)
{
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = backend_tex->pTextureResource;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
cmdList->ResourceBarrier(1, &barrier);
}
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
{
srcLocation.pResource = uploadBuffer;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srcLocation.PlacedFootprint.Footprint.Width = upload_w;
srcLocation.PlacedFootprint.Footprint.Height = upload_h;
srcLocation.PlacedFootprint.Footprint.Depth = 1;
srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch_dst;
dstLocation.pResource = backend_tex->pTextureResource;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
}
cmdList->CopyTextureRegion(&dstLocation, upload_x, upload_y, 0, &srcLocation, nullptr);
{
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = backend_tex->pTextureResource;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
cmdList->ResourceBarrier(1, &barrier);
}
hr = cmdList->Close();
IM_ASSERT(SUCCEEDED(hr));
@@ -509,6 +597,10 @@ static void ImGui_ImplDX12_CreateFontsTexture()
hr = cmdQueue->Signal(fence, 1);
IM_ASSERT(SUCCEEDED(hr));
// FIXME-OPT: Suboptimal?
// - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version)
// - Store per-frame in flight: upload buffer?
// - Where do cmdList and cmdAlloc fit?
fence->SetEventOnCompletion(1, event);
::WaitForSingleObject(event, INFINITE);
@@ -517,22 +609,11 @@ static void ImGui_ImplDX12_CreateFontsTexture()
::CloseHandle(event);
fence->Release();
uploadBuffer->Release();
// Create texture view
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, font_tex->hFontSrvCpuDescHandle);
SafeRelease(font_tex->pTextureResource);
font_tex->pTextureResource = pTexture;
tex->SetStatus(ImTextureStatus_OK);
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)font_tex->hFontSrvGpuDescHandle.ptr);
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->numFramesInFlight)
ImGui_ImplDX12_DestroyTexture(tex);
}
bool ImGui_ImplDX12_CreateDeviceObjects()
@@ -764,8 +845,6 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
if (result_pipeline_state != S_OK)
return false;
ImGui_ImplDX12_CreateFontsTexture();
return true;
}
@@ -788,12 +867,10 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState);
// Free SRV descriptor used by texture
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, font_tex->hFontSrvCpuDescHandle, font_tex->hFontSrvGpuDescHandle);
SafeRelease(font_tex->pTextureResource);
io.Fonts->SetTexID(0); // We copied bd->hFontSrvGpuDescHandle to io.Fonts->TexID so let's clear that as well.
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplDX12_DestroyTexture(tex);
}
bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
@@ -818,7 +895,9 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX12_InitPlatformInterface();
@@ -848,10 +927,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
};
}
#endif
// Allocate 1 SRV descriptor for the font texture
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle);
return true;
}
@@ -879,6 +955,9 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
bool ret = ImGui_ImplDX12_Init(&init_info);
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->commandQueueOwned = true;
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
return ret;
}
#endif
@@ -906,7 +985,7 @@ void ImGui_ImplDX12_Shutdown()
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}