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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp # imgui.cpp # imgui_internal.h
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@@ -65,17 +65,18 @@ struct ImGui_ImplDX11_Data
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ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplDX11_Data* g_Data;
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX11_Data); return g_Data; }
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplDX11_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Forward Declarations
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static void ImGui_ImplDX11_InitPlatformInterface();
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static void ImGui_ImplDX11_ShutdownPlatformInterface();
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@@ -542,7 +543,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_CreateBackendData();
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ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx11";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@@ -579,17 +580,19 @@ void ImGui_ImplDX11_Shutdown()
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ImGui_ImplDX11_ShutdownPlatformInterface();
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ImGui_ImplDX11_InvalidateDeviceObjects();
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if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
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if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); bd->pd3dDeviceContext = NULL; }
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if (bd->pFactory) { bd->pFactory->Release(); }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplDX11_DestroyBackendData();
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IM_DELETE(bd);
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}
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void ImGui_ImplDX11_NewFrame()
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
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if (!bd->pFontSampler)
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ImGui_ImplDX11_CreateDeviceObjects();
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}
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