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Merge branch 'master' into docking
+ fix warning fix for mingw+dx9 # Conflicts: # backends/imgui_impl_dx9.cpp # imgui.cpp
This commit is contained in:
@ -299,6 +299,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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IM_ASSERT(pTexture != NULL);
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// Create texture view
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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@ -311,6 +311,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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IM_ASSERT(pTexture != NULL);
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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@ -13,6 +13,7 @@
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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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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
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// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
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// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
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// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
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@ -74,11 +75,13 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
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g_pd3dDevice->SetPixelShader(NULL);
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g_pd3dDevice->SetVertexShader(NULL);
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g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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@ -86,8 +89,12 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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@ -437,7 +444,7 @@ static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
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static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
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HRESULT hr = data->SwapChain->Present(NULL, NULL, data->d3dpp.hDeviceWindow, NULL, NULL);
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HRESULT hr = data->SwapChain->Present(NULL, NULL, data->d3dpp.hDeviceWindow, NULL, 0);
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// Let main application handle D3DERR_DEVICELOST by resetting the device.
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IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST);
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}
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@ -26,7 +26,7 @@
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// Using XInput for gamepad (will load DLL dynamically)
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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#include <XInput.h>
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#include <xinput.h>
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typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
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typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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#endif
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@ -340,7 +340,7 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, H
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static void ImGui_ImplWin32_UpdateMonitors()
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{
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ImGui::GetPlatformIO().Monitors.resize(0);
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::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
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::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
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g_WantUpdateMonitors = false;
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}
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