mirror of
https://github.com/ocornut/imgui.git
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Removed DrawCallback_SetSamplerCustom feature for now. Too unreliable to get working everywhere. (#9378)
This commit is contained in:
@@ -9,7 +9,7 @@
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Missing features or Issues:
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// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
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// [ ] Platform: Missing gamepad support.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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@@ -9,7 +9,7 @@
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Missing features or Issues:
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// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
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// [ ] Platform: Missing gamepad support.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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@@ -158,7 +158,6 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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static void ImGui_ImplDX10_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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static void ImGui_ImplDX10_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
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static void ImGui_ImplDX10_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
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static void ImGui_ImplDX10_DrawCallback_SetSamplerCustom(const ImDrawList*, const ImDrawCmd* cmd) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ID3D10SamplerState* sampler = (ID3D10SamplerState*)cmd->UserCallbackData; bd->pd3dDevice->PSSetSamplers(0, 1, &sampler); }
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// Render function
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void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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@@ -622,7 +621,6 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX10_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX10_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX10_DrawCallback_SetSamplerNearest;
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platform_io.DrawCallback_SetSamplerCustom = ImGui_ImplDX10_DrawCallback_SetSamplerCustom;
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// Get factory from device
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IDXGIDevice* pDXGIDevice = nullptr;
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@@ -17,7 +17,7 @@
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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-XX-XX: DirectX11: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom.
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// 2026-XX-XX: DirectX11: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest.
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// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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@@ -165,7 +165,6 @@ static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11D
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static void ImGui_ImplDX11_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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static void ImGui_ImplDX11_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
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static void ImGui_ImplDX11_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
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static void ImGui_ImplDX11_DrawCallback_SetSamplerCustom(const ImDrawList*, const ImDrawCmd* cmd) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ID3D11SamplerState* sampler = (ID3D11SamplerState*)cmd->UserCallbackData; bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &sampler); }
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// Render function
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void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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@@ -639,7 +638,6 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX11_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX11_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX11_DrawCallback_SetSamplerNearest;
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platform_io.DrawCallback_SetSamplerCustom = ImGui_ImplDX11_DrawCallback_SetSamplerCustom;
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// Get factory from device
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IDXGIDevice* pDXGIDevice = nullptr;
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@@ -6,7 +6,7 @@
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// Missing features or Issues:
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom callbacks.
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -6,7 +6,7 @@
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// Missing features or Issues:
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom callbacks.
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -23,7 +23,7 @@
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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-XX-XX: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom.
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// 2026-XX-XX: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest.
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// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
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// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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@@ -408,7 +408,6 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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static void ImGui_ImplOpenGL3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[0]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } }
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[1]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } }
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerCustom(const ImDrawList*, const ImDrawCmd* cmd){ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, (GLuint)(intptr_t)cmd->UserCallbackData); } }
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// OpenGL3 Render function.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
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@@ -1030,7 +1029,6 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL3_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest;
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platform_io.DrawCallback_SetSamplerCustom = ImGui_ImplOpenGL3_DrawCallback_SetSamplerCustom;
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
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@@ -22,7 +22,7 @@
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// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
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// CHANGELOG
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// 2026-XX-XX: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom.
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// 2026-XX-XX: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest.
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// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
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// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262)
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// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
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@@ -225,7 +225,6 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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static void ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerLinear; }
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static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerNearest; }
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static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerCustom(const ImDrawList*, const ImDrawCmd* cmd){ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = (SDL_GPUSampler*)cmd->UserCallbackData; }
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void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
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{
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@@ -670,7 +669,6 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest;
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platform_io.DrawCallback_SetSamplerCustom = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerCustom;
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IM_ASSERT(info->Device != nullptr);
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IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
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@@ -15,7 +15,7 @@
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// Missing features or Issues:
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -15,7 +15,7 @@
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// Missing features or Issues:
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -27,7 +27,7 @@
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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-XX-XX: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom.
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// 2026-XX-XX: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest.
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// 2026-04-22: *BREAKING CHANGE* redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. This change allows us to facilitate changing samplers, in line with other backends.
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// - When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler.
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// - Before: ImGui_ImplVulkan_AddTexture(VkSampler, VkImageView, VkImageLayout)
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@@ -539,7 +539,6 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
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static void ImGui_ImplVulkan_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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static void ImGui_ImplVulkan_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerLinearDS, 0, nullptr); }
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static void ImGui_ImplVulkan_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerNearestDS, 0, nullptr); }
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static void ImGui_ImplVulkan_DrawCallback_SetSamplerCustom(const ImDrawList*, const ImDrawCmd* cmd) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(cmd->UserCallbackDataSize == sizeof(VkDescriptorSet)); VkDescriptorSet* ds = (VkDescriptorSet*)cmd->UserCallbackData; vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, ds, 0, nullptr); }
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// Render function
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void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
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@@ -1367,7 +1366,6 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplVulkan_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplVulkan_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplVulkan_DrawCallback_SetSamplerNearest;
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platform_io.DrawCallback_SetSamplerCustom = ImGui_ImplVulkan_DrawCallback_SetSamplerCustom;
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// Sanity checks
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IM_ASSERT(info->Instance != VK_NULL_HANDLE);
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@@ -7,8 +7,6 @@
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
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// Missing features or Issues:
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerCustom.
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// Read imgui_impl_wgpu.h about how to use the IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_DAWN flags.
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@@ -19,8 +19,6 @@
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
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// Missing features or Issues:
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerCustom.
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||||
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -67,7 +67,6 @@ Other Changes:
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platform_io.DrawCallback_ResetRenderState; // Request to reset the graphics/render state.
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platform_io.DrawCallback_SetSamplerLinear; // Request to set current texture sampling to Linear
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platform_io.DrawCallback_SetSamplerNearest; // Request to set current texture sampling to Nearest/Point
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platform_io.DrawCallback_SetSamplerCustom; // Request to set current texture sampling using Backend Specific data.
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Note that some backends might not support all callbacks.
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(#9378, #9371, #3590, #8926, #2973, #7485, #7468, #6969, #5118, #7616, #9173, #8322, #7230,
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#5999, #6452, #5156, #7342, #7592, #7511)
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@@ -133,19 +132,19 @@ Other Changes:
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- Added missing Test Engine hooks for PlotXXX(), VSliderXXX(), TableHeader().
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- Backends:
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- Added support for new standardized draw callbacks in most backends: (#9378)
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- Allegro5: Reset n/a n/a n/a
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- DX9: Reset SetSamplerLinear SetSamplerNearest n/a
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- DX10: Reset SetSamplerLinear SetSamplerNearest SetSamplerCustom
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- DX11: Reset SetSamplerLinear SetSamplerNearest SetSamplerCustom
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- DX12: Reset SetSamplerLinear SetSamplerNearest n/a
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- Metal: Reset *missing* *missing* *missing*
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- OpenGL2: Reset SetSamplerLinear SetSamplerNearest *missing*
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- OpenGL3+: Reset SetSamplerLinear SetSamplerNearest SetSamplerCustom
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- SDLGPU3: Reset SetSamplerLinear SetSamplerNearest SetSamplerCustom
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- SDLRenderer2: Reset n/a n/a n/a
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- SDLRenderer3: Reset SetSamplerLinear SetSamplerNearest n/a
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- Vulkan: Reset SetSamplerLinear SetSamplerNearest SetSamplerCustom
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- WebGPU: Reset SetSamplerLinear SetSamplerNearest *missing*
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- Allegro5: Reset n/a n/a
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- DX9: Reset SetSamplerLinear SetSamplerNearest
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- DX10: Reset SetSamplerLinear SetSamplerNearest
|
||||
- DX11: Reset SetSamplerLinear SetSamplerNearest
|
||||
- DX12: Reset SetSamplerLinear SetSamplerNearest
|
||||
- Metal: Reset *missing* *missing*
|
||||
- OpenGL2: Reset SetSamplerLinear SetSamplerNearest
|
||||
- OpenGL3+: Reset SetSamplerLinear SetSamplerNearest
|
||||
- SDLGPU3: Reset SetSamplerLinear SetSamplerNearest
|
||||
- SDLRenderer2: Reset n/a n/a
|
||||
- SDLRenderer3: Reset SetSamplerLinear SetSamplerNearest
|
||||
- Vulkan: Reset SetSamplerLinear SetSamplerNearest
|
||||
- WebGPU: Reset SetSamplerLinear SetSamplerNearest
|
||||
(Vulkan backend by @yaz0r, others by @ocornut)
|
||||
- GLFW: added a Win32-specific implementation of `ImGui_ImplGlfw_GetContentScaleXXXX`
|
||||
functions for legacy GLFW 3.2. (#9003)
|
||||
|
||||
@@ -15817,7 +15817,7 @@ void ImGuiPlatformIO::ClearRendererHandlers()
|
||||
{
|
||||
Renderer_TextureMaxWidth = Renderer_TextureMaxHeight = 0;
|
||||
Renderer_RenderState = NULL;
|
||||
DrawCallback_ResetRenderState = DrawCallback_SetSamplerLinear = DrawCallback_SetSamplerNearest = DrawCallback_SetSamplerCustom = NULL;
|
||||
DrawCallback_ResetRenderState = DrawCallback_SetSamplerLinear = DrawCallback_SetSamplerNearest = NULL;
|
||||
}
|
||||
|
||||
ImGuiViewport* ImGui::GetMainViewport()
|
||||
|
||||
2
imgui.h
2
imgui.h
@@ -4021,7 +4021,7 @@ struct ImGuiPlatformIO
|
||||
ImDrawCallback DrawCallback_ResetRenderState; // Request to reset the graphics/render state.
|
||||
ImDrawCallback DrawCallback_SetSamplerLinear; // Request to set current texture sampling to Linear
|
||||
ImDrawCallback DrawCallback_SetSamplerNearest; // Request to set current texture sampling to Nearest/Point
|
||||
ImDrawCallback DrawCallback_SetSamplerCustom; // Request to set current texture sampling using Backend Specific data.
|
||||
//ImDrawCallback DrawCallback_SetSamplerCustom; // Request to set current texture sampling using Backend Specific data.
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Output
|
||||
|
||||
Reference in New Issue
Block a user