update dear imgui from 1.92.2b-docking to 1.92.6-docking
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@@ -28,12 +28,14 @@
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#include <SDL3/SDL_gpu.h>
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// Initialization data, for ImGui_ImplSDLGPU_Init()
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// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value
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// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat() to query the right value
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struct ImGui_ImplSDLGPU3_InitInfo
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{
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SDL_GPUDevice* Device = nullptr;
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SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
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SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
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SDL_GPUDevice* Device = nullptr;
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SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
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SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
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SDL_GPUSwapchainComposition SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode.
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SDL_GPUPresentMode PresentMode = SDL_GPU_PRESENTMODE_VSYNC; // Only used in multi-viewports mode.
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};
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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@@ -47,7 +49,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data,
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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@@ -55,11 +57,10 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplSDLGPU3_RenderState
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{
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SDL_GPUDevice* Device;
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SDL_GPUSampler* SamplerDefault; // Default sampler (bilinear filtering)
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SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback)
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SDL_GPUCommandBuffer* CommandBuffer;
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SDL_GPURenderPass* RenderPass;
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SDL_GPUDevice* Device;
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SDL_GPUSampler* SamplerLinear; // Bilinear filtering sampler
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SDL_GPUSampler* SamplerNearest; // Nearest/point filtering sampler
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SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback)
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};
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#endif // #ifndef IMGUI_DISABLE
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