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Examples: Vulkan: Updated Changelog, removed debug code, tweaked code, made GLFW/SDL match each others. Initialize FrameDataForRender fields. Added Assertion. Clearing fields on DestroyFrameData(). (#2071)
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@ -27,7 +27,7 @@ struct ImGui_ImplVulkan_InitInfo
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VkQueue Queue;
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VkPipelineCache PipelineCache;
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VkDescriptorPool DescriptorPool;
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int QueuedFrames;
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int QueuedFramesCount;
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const VkAllocationCallbacks* Allocator;
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void (*CheckVkResultFn)(VkResult err);
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};
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@ -36,7 +36,7 @@ struct ImGui_ImplVulkan_InitInfo
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IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
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IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplVulkan_SetQueuedFramesCount(uint32_t count);
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IMGUI_IMPL_API void ImGui_ImplVulkan_SetQueuedFramesCount(int queued_frames_count); // To override QueuedFramesCount after initialization
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IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
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IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
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IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
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