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Merge remote-tracking branch 'origin/master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp
This commit is contained in:
@ -1 +1,7 @@
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See EXAMPLES and BACKENDS files in the docs/ folder.
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See BACKENDS and EXAMPLES files in the docs/ folder.
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Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app).
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Examples = Standalone applications showcasing integration with platforms/graphics api.
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Once Dear ImGui is running (in either examples or your own application/game/engine),
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run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API.
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@ -1,12 +1,12 @@
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buildscript {
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ext.kotlin_version = '1.4.30'
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ext.kotlin_version = '1.4.31'
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repositories {
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google()
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jcenter()
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mavenCentral()
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}
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dependencies {
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classpath 'com.android.tools.build:gradle:4.0.1'
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classpath 'com.android.tools.build:gradle:4.1.0'
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classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
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}
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@ -15,7 +15,7 @@ buildscript {
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allprojects {
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repositories {
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google()
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jcenter()
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mavenCentral()
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}
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}
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@ -14,9 +14,10 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
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LIBS += -L/usr/local/lib -lglfw
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LIBS += -L/usr/local/lib -L/opt/homebrew/lib
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LIBS += -lglfw
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CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include
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CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include
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CXXFLAGS += -Wall -Wformat
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CFLAGS = $(CXXFLAGS)
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@ -41,11 +41,11 @@ endif
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ifeq ($(UNAME_S), Darwin) #APPLE
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ECHO_MESSAGE = "Mac OS X"
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LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
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LIBS += -L/usr/local/lib -L/opt/local/lib
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LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
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#LIBS += -lglfw3
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LIBS += -lglfw
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CXXFLAGS += -I/usr/local/include -I/opt/local/include
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CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
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CFLAGS = $(CXXFLAGS)
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endif
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@ -80,11 +80,11 @@ endif
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ifeq ($(UNAME_S), Darwin) #APPLE
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ECHO_MESSAGE = "Mac OS X"
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LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
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LIBS += -L/usr/local/lib -L/opt/local/lib
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LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
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#LIBS += -lglfw3
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LIBS += -lglfw
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CXXFLAGS += -I/usr/local/include -I/opt/local/include
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CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
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CFLAGS = $(CXXFLAGS)
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endif
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@ -122,10 +122,22 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
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check_vk_result(err);
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// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
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// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
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// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
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g_PhysicalDevice = gpus[0];
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// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
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// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
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// dedicated GPUs) is out of scope of this sample.
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int use_gpu = 0;
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for (int i = 0; i < (int)gpu_count; i++)
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{
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VkPhysicalDeviceProperties properties;
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vkGetPhysicalDeviceProperties(gpus[i], &properties);
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if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
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{
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use_gpu = i;
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break;
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}
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}
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g_PhysicalDevice = gpus[use_gpu];
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free(gpus);
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}
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@ -114,10 +114,22 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
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check_vk_result(err);
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// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
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// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
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// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
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g_PhysicalDevice = gpus[0];
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// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
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// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
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// dedicated GPUs) is out of scope of this sample.
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int use_gpu = 0;
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for (int i = 0; i < (int)gpu_count; i++)
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{
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VkPhysicalDeviceProperties properties;
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vkGetPhysicalDeviceProperties(gpus[i], &properties);
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if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
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{
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use_gpu = i;
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break;
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}
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}
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g_PhysicalDevice = gpus[use_gpu];
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free(gpus);
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}
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