|
@@ -17,10 +17,11 @@
|
|
|
// - Introduction, links and more at the top of imgui.cpp
|
|
|
|
|
|
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
|
|
|
-// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
|
|
|
+// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
|
|
|
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
|
|
|
|
|
|
// CHANGELOG
|
|
|
+// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
|
|
|
// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
|
|
|
// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
|
|
|
|
|
@@ -134,7 +135,7 @@ static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uin
|
|
|
// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
|
|
|
// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
|
|
|
// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
|
|
|
-void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
|
|
|
+void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
|
|
|
{
|
|
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
|
|
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
|
@@ -366,7 +367,7 @@ void ImGui_ImplSDLGPU3_DestroyFontsTexture()
|
|
|
io.Fonts->SetTexID(0);
|
|
|
}
|
|
|
|
|
|
-static void Imgui_ImplSDLGPU3_CreateShaders()
|
|
|
+static void ImGui_ImplSDLGPU3_CreateShaders()
|
|
|
{
|
|
|
// Create the shader modules
|
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
@@ -431,7 +432,7 @@ static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
|
|
|
{
|
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
|
|
- Imgui_ImplSDLGPU3_CreateShaders();
|
|
|
+ ImGui_ImplSDLGPU3_CreateShaders();
|
|
|
|
|
|
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
|
|
|
vertex_buffer_desc[0].slot = 0;
|