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Misc shallow tweaks/tidying up. (#8446)

ocornut 4 miesięcy temu
rodzic
commit
1aab00da85

+ 4 - 7
backends/imgui_impl_dx10.cpp

@@ -87,8 +87,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
     ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
 
     // Setup viewport
-    D3D10_VIEWPORT vp;
-    memset(&vp, 0, sizeof(D3D10_VIEWPORT));
+    D3D10_VIEWPORT vp = {};
     vp.Width = (UINT)draw_data->DisplaySize.x;
     vp.Height = (UINT)draw_data->DisplaySize.y;
     vp.MinDepth = 0.0f;
@@ -152,8 +151,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
     {
         if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
         bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
-        D3D10_BUFFER_DESC desc;
-        memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+        D3D10_BUFFER_DESC desc = {};
         desc.Usage = D3D10_USAGE_DYNAMIC;
         desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
         desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
@@ -167,8 +165,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
     {
         if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
         bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
-        D3D10_BUFFER_DESC desc;
-        memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+        D3D10_BUFFER_DESC desc = {};
         desc.Usage = D3D10_USAGE_DYNAMIC;
         desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
         desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
@@ -431,7 +428,7 @@ bool    ImGui_ImplDX10_CreateDeviceObjects()
 
         // Create the constant buffer
         {
-            D3D10_BUFFER_DESC desc;
+            D3D10_BUFFER_DESC desc = {};
             desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
             desc.Usage = D3D10_USAGE_DYNAMIC;
             desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;

+ 4 - 7
backends/imgui_impl_dx11.cpp

@@ -90,8 +90,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
     ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
 
     // Setup viewport
-    D3D11_VIEWPORT vp;
-    memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+    D3D11_VIEWPORT vp = {};
     vp.Width = draw_data->DisplaySize.x;
     vp.Height = draw_data->DisplaySize.y;
     vp.MinDepth = 0.0f;
@@ -158,8 +157,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
     {
         if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
         bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
-        D3D11_BUFFER_DESC desc;
-        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+        D3D11_BUFFER_DESC desc = {};
         desc.Usage = D3D11_USAGE_DYNAMIC;
         desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
         desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
@@ -172,8 +170,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
     {
         if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
         bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
-        D3D11_BUFFER_DESC desc;
-        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+        D3D11_BUFFER_DESC desc = {};
         desc.Usage = D3D11_USAGE_DYNAMIC;
         desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
         desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
@@ -447,7 +444,7 @@ bool    ImGui_ImplDX11_CreateDeviceObjects()
 
         // Create the constant buffer
         {
-            D3D11_BUFFER_DESC desc;
+            D3D11_BUFFER_DESC desc = {};
             desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
             desc.Usage = D3D11_USAGE_DYNAMIC;
             desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

+ 9 - 18
backends/imgui_impl_dx12.cpp

@@ -137,8 +137,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
     }
 
     // Setup viewport
-    D3D12_VIEWPORT vp;
-    memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+    D3D12_VIEWPORT vp = {};
     vp.Width = draw_data->DisplaySize.x;
     vp.Height = draw_data->DisplaySize.y;
     vp.MinDepth = 0.0f;
@@ -149,14 +148,12 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
     // Bind shader and vertex buffers
     unsigned int stride = sizeof(ImDrawVert);
     unsigned int offset = 0;
-    D3D12_VERTEX_BUFFER_VIEW vbv;
-    memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
+    D3D12_VERTEX_BUFFER_VIEW vbv = {};
     vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
     vbv.SizeInBytes = fr->VertexBufferSize * stride;
     vbv.StrideInBytes = stride;
     command_list->IASetVertexBuffers(0, 1, &vbv);
-    D3D12_INDEX_BUFFER_VIEW ibv;
-    memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
+    D3D12_INDEX_BUFFER_VIEW ibv = {};
     ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
     ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
     ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
@@ -196,13 +193,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
     {
         SafeRelease(fr->VertexBuffer);
         fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
-        D3D12_HEAP_PROPERTIES props;
-        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        D3D12_HEAP_PROPERTIES props = {};
         props.Type = D3D12_HEAP_TYPE_UPLOAD;
         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-        D3D12_RESOURCE_DESC desc;
-        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+        D3D12_RESOURCE_DESC desc = {};
         desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
         desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
         desc.Height = 1;
@@ -219,13 +214,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
     {
         SafeRelease(fr->IndexBuffer);
         fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
-        D3D12_HEAP_PROPERTIES props;
-        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        D3D12_HEAP_PROPERTIES props = {};
         props.Type = D3D12_HEAP_TYPE_UPLOAD;
         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-        D3D12_RESOURCE_DESC desc;
-        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+        D3D12_RESOURCE_DESC desc = {};
         desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
         desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
         desc.Height = 1;
@@ -333,8 +326,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
     // Upload texture to graphics system
     ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
     {
-        D3D12_HEAP_PROPERTIES props;
-        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        D3D12_HEAP_PROPERTIES props = {};
         props.Type = D3D12_HEAP_TYPE_DEFAULT;
         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
@@ -561,8 +553,7 @@ bool    ImGui_ImplDX12_CreateDeviceObjects()
     //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
     // See https://github.com/ocornut/imgui/pull/638 for sources and details.
 
-    D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
-    memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
+    D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
     psoDesc.NodeMask = 1;
     psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
     psoDesc.pRootSignature = bd->pRootSignature;

+ 1 - 0
backends/imgui_impl_metal.h

@@ -13,6 +13,7 @@
 // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
 // - Introduction, links and more at the top of imgui.cpp
 
+#pragma once
 #include "imgui.h"      // IMGUI_IMPL_API
 #ifndef IMGUI_DISABLE
 

+ 1 - 1
backends/imgui_impl_opengl3.cpp

@@ -284,7 +284,7 @@ bool ImGui_ImplOpenGL3_InitLoader()
 {
     // Initialize our loader
 #ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
-    if (glGetIntegerv == NULL && imgl3wInit() != 0)
+    if (glGetIntegerv == nullptr && imgl3wInit() != 0)
     {
         fprintf(stderr, "Failed to initialize OpenGL loader!\n");
         return false;

+ 1 - 0
backends/imgui_impl_osx.h

@@ -21,6 +21,7 @@
 // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
 // - Introduction, links and more at the top of imgui.cpp
 
+#pragma once
 #include "imgui.h"      // IMGUI_IMPL_API
 #ifndef IMGUI_DISABLE