update dear imgui from 1.92.2b-docking to 1.92.6-docking
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@@ -18,7 +18,9 @@
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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: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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// 2025-05-07: DirectX11: 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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// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports.
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@@ -79,7 +81,8 @@ struct ImGui_ImplDX11_Data
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ID3D11InputLayout* pInputLayout;
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ID3D11Buffer* pVertexConstantBuffer;
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ID3D11PixelShader* pPixelShader;
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ID3D11SamplerState* pFontSampler;
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ID3D11SamplerState* pTexSamplerLinear;
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ID3D11SamplerState* pTexSamplerNearest;
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ID3D11RasterizerState* pRasterizerState;
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ID3D11BlendState* pBlendState;
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ID3D11DepthStencilState* pDepthStencilState;
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@@ -107,7 +110,7 @@ static void ImGui_ImplDX11_InitMultiViewportSupport();
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static void ImGui_ImplDX11_ShutdownMultiViewportSupport();
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// Functions
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static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
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static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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@@ -151,7 +154,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
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device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
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device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
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device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
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device_ctx->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
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device_ctx->GSSetShader(nullptr, nullptr, 0);
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device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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@@ -279,7 +282,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ImGui_ImplDX11_RenderState render_state;
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render_state.Device = bd->pd3dDevice;
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render_state.DeviceContext = bd->pd3dDeviceContext;
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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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@@ -348,18 +352,18 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex)
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{
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ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_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 == (ID3D11ShaderResourceView*)(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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if (ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData)
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{
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IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(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_ImplDX11_UpdateTexture(ImTextureData* tex)
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@@ -586,7 +590,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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desc.ComparisonFunc = D3D11_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 = D3D11_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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@@ -603,7 +609,8 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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if (tex->RefCount == 1)
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ImGui_ImplDX11_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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@@ -660,15 +667,18 @@ void ImGui_ImplDX11_Shutdown()
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_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_ImplDX11_ShutdownMultiViewportSupport();
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ImGui_ImplDX11_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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if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->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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@@ -734,6 +744,7 @@ static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
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break;
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}
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IM_ASSERT(SUCCEEDED(hr));
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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 != nullptr)
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@@ -795,7 +806,8 @@ static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
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static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
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{
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ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_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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static void ImGui_ImplDX11_InitMultiViewportSupport()
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