update dear imgui from 1.92.2b-docking to 1.92.6-docking
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@@ -17,7 +17,9 @@
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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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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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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: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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// 2025-05-07: DirectX10: 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).
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// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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@@ -75,7 +77,8 @@ struct ImGui_ImplDX10_Data
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ID3D10InputLayout* pInputLayout;
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ID3D10Buffer* pVertexConstantBuffer;
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ID3D10PixelShader* pPixelShader;
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ID3D10SamplerState* pFontSampler;
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ID3D10SamplerState* pTexSamplerLinear;
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ID3D10SamplerState* pTexSamplerNearest;
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ID3D10RasterizerState* pRasterizerState;
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ID3D10BlendState* pBlendState;
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ID3D10DepthStencilState* pDepthStencilState;
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@@ -146,7 +149,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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device->VSSetShader(bd->pVertexShader);
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device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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device->PSSetShader(bd->pPixelShader);
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device->PSSetSamplers(0, 1, &bd->pFontSampler);
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device->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
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device->GSSetShader(nullptr);
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// Setup render state
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@@ -263,7 +266,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplDX10_RenderState render_state;
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render_state.Device = bd->pd3dDevice;
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render_state.SamplerDefault = bd->pFontSampler;
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render_state.SamplerLinear = bd->pTexSamplerLinear;
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render_state.SamplerNearest = bd->pTexSamplerNearest;
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render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
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platform_io.Renderer_RenderState = &render_state;
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@@ -330,18 +334,18 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex)
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{
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ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
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if (backend_tex == nullptr)
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return;
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IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
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backend_tex->pTexture->Release();
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backend_tex->pTextureView->Release();
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IM_DELETE(backend_tex);
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if (ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData)
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{
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IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
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backend_tex->pTextureView->Release();
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backend_tex->pTexture->Release();
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IM_DELETE(backend_tex);
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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tex->BackendUserData = nullptr;
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}
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tex->SetStatus(ImTextureStatus_Destroyed);
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tex->BackendUserData = nullptr;
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}
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void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex)
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@@ -569,7 +573,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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desc.MaxLOD = 0.f;
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
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desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest);
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}
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return true;
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@@ -585,7 +591,8 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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if (tex->RefCount == 1)
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ImGui_ImplDX10_DestroyTexture(tex);
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
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if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; }
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
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@@ -639,14 +646,17 @@ void ImGui_ImplDX10_Shutdown()
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplDX10_ShutdownMultiViewportSupport();
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ImGui_ImplDX10_InvalidateDeviceObjects();
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if (bd->pFactory) { bd->pFactory->Release(); }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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platform_io.ClearRendererHandlers();
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IM_DELETE(bd);
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}
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@@ -704,6 +714,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
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IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
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bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
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bd->pFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
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// Create the render target
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if (vd->SwapChain)
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@@ -765,7 +776,8 @@ static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
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static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
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{
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ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
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vd->SwapChain->Present(0, 0); // Present without vsync
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if (vd->SwapChain)
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vd->SwapChain->Present(0, 0); // Present without vsync
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}
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void ImGui_ImplDX10_InitMultiViewportSupport()
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