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Backends: SDL_GPU: shallow tweaks + disable anisotropy in sampler. Examples: SDL+Vulkan: Fixed incorrect defines.
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@@ -89,8 +89,8 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
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SDL_GPUBufferBinding index_buffer_binding = {};
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index_buffer_binding.buffer = fd->IndexBuffer;
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index_buffer_binding.offset = 0;
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SDL_BindGPUVertexBuffers(render_pass,0,&vertex_buffer_binding,1);
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SDL_BindGPUIndexBuffer(render_pass,&index_buffer_binding,sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
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SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
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SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
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}
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// Setup viewport
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@@ -101,7 +101,7 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
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viewport.h = (float)fb_height;
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viewport.min_depth = 0.0f;
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viewport.max_depth = 1.0f;
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SDL_SetGPUViewport(render_pass,&viewport);
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SDL_SetGPUViewport(render_pass, &viewport);
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// Setup scale and translation
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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@@ -118,6 +118,7 @@ static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uin
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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// Even though this is fairly rarely called.
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SDL_WaitForGPUIdle(v->Device);
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SDL_ReleaseGPUBuffer(v->Device, *buffer);
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@@ -196,8 +197,8 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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index_buffer_region.size = index_size;
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SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
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SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region,true);
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SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region,true);
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SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
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SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
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SDL_EndGPUCopyPass(copy_pass);
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SDL_ReleaseGPUTransferBuffer(v->Device, index_transferbuffer);
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SDL_ReleaseGPUTransferBuffer(v->Device, vertex_transferbuffer);
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@@ -527,7 +528,7 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
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sampler_info.mip_lod_bias = 0.0f;
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sampler_info.min_lod = -1000.0f;
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sampler_info.max_lod = 1000.0f;
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sampler_info.enable_anisotropy = true;
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sampler_info.enable_anisotropy = false;
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sampler_info.max_anisotropy = 1.0f;
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sampler_info.enable_compare = false;
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