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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx11.h # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx12.h # backends/imgui_impl_dx9.cpp # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_vulkan.h # backends/imgui_impl_wgpu.cpp # backends/imgui_impl_wgpu.h # imgui.h
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@@ -12,6 +12,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'.
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// Missing features:
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// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
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@@ -56,4 +57,13 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
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IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in io.BackendRendererRenderState during the ImGui_ImplWGPU_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplWGPU_RenderState
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{
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WGPUDevice Device;
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WGPURenderPassEncoder RenderPassEncoder;
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};
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#endif // #ifndef IMGUI_DISABLE
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