mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-05 12:38:46 +02:00
Merge branch 'master' into viewport
# Conflicts: # examples/example_glfw_opengl3/main.cpp # examples/imgui_impl_opengl3.cpp # imgui.cpp # imgui_internal.h
This commit is contained in:
@ -18,17 +18,35 @@ EXE = example_glfw_opengl3
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SOURCES = main.cpp
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SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl3.cpp
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SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
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SOURCES += ../libs/gl3w/GL/gl3w.c
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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##---------------------------------------------------------------------
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## OPENGL LOADER
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##---------------------------------------------------------------------
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## Using OpenGL loader: gl3w [default]
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SOURCES += ../libs/gl3w/GL/gl3w.c
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CXXFLAGS = -I../libs/gl3w
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## Using OpenGL loader: glew
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## (This assumes a system-wide installation)
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# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
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## Using OpenGL loader: glad
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## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
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# SOURCES += ../libs/glad/src/glad.c
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# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
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##---------------------------------------------------------------------
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## BUILD FLAGS PER PLATFORM
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##---------------------------------------------------------------------
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ifeq ($(UNAME_S), Linux) #LINUX
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ECHO_MESSAGE = "Linux"
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LIBS = -lGL `pkg-config --static --libs glfw3`
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CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
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CXXFLAGS += -I../ -I../../ `pkg-config --cflags glfw3`
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CXXFLAGS += -Wall -Wformat
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CFLAGS = $(CXXFLAGS)
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endif
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@ -39,7 +57,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
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#LIBS += -L/usr/local/lib -lglfw3
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LIBS += -L/usr/local/lib -lglfw
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CXXFLAGS = -I../ -I../../ -I../libs/gl3w -I/usr/local/include
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CXXFLAGS += -I../ -I../../ -I/usr/local/include
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CXXFLAGS += -Wall -Wformat
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CFLAGS = $(CXXFLAGS)
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endif
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@ -48,11 +66,14 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
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ECHO_MESSAGE = "Windows"
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LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32
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CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
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CXXFLAGS += -I../ -I../../ `pkg-config --cflags glfw3`
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CXXFLAGS += -Wall -Wformat
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CFLAGS = $(CXXFLAGS)
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endif
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##---------------------------------------------------------------------
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## BUILD RULES
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##---------------------------------------------------------------------
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%.o:%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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@ -64,6 +85,7 @@ endif
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:../libs/gl3w/GL/%.c
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# %.o:../libs/glad/src/%.c
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$(CC) $(CFLAGS) -c -o $@ $<
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all: $(EXE)
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|
@ -1,17 +1,24 @@
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// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
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//#include <glew.h>
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//#include <glext.h>
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//#include <glad/glad.h>
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// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include <GL/gl3w.h> // Initialize with gl3wInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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#include <GL/glew.h> // Initialize with glewInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad/glad.h> // Initialize with gladLoadGL()
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#else
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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#include <GLFW/glfw3.h> // Include glfw3.h after our OpenGL definitions
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@ -50,7 +57,20 @@ int main(int, char**)
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return 1;
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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gl3wInit();
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// Initialize OpenGL loader
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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bool err = gl3wInit() != 0;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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bool err = glewInit() != GLEW_OK;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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bool err = gladLoadGL() != 0;
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#endif
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if (err)
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{
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fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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return 1;
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}
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// Setup Dear ImGui binding
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IMGUI_CHECKVERSION();
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@ -71,8 +91,8 @@ int main(int, char**)
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//ImGui::StyleColorsClassic();
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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@ -119,7 +139,7 @@ int main(int, char**)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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|
@ -18,11 +18,29 @@ EXE = example_sdl_opengl3
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SOURCES = main.cpp
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SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
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SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
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SOURCES += ../libs/gl3w/GL/gl3w.c
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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||||
##---------------------------------------------------------------------
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||||
## OPENGL LOADER
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||||
##---------------------------------------------------------------------
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||||
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||||
## Using OpenGL loader: gl3w [default]
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SOURCES += ../libs/gl3w/GL/gl3w.c
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CXXFLAGS = -I../libs/gl3w
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## Using OpenGL loader: glew
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## (This assumes a system-wide installation)
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# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
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||||
## Using OpenGL loader: glad
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||||
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
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# SOURCES += ../libs/glad/src/glad.c
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# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
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||||
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||||
##---------------------------------------------------------------------
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||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
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||||
ECHO_MESSAGE = "Linux"
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||||
@ -51,6 +69,9 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
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CFLAGS = $(CXXFLAGS)
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endif
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||||
|
||||
##---------------------------------------------------------------------
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||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
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||||
|
||||
%.o:%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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|
@ -9,10 +9,18 @@
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#include <stdio.h>
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#include <SDL.h>
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#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
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//#include <glew.h>
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//#include <glext.h>
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||||
//#include <glad/glad.h>
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||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include <GL/gl3w.h> // Initialize with gl3wInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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#include <GL/glew.h> // Initialize with glewInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad/glad.h> // Initialize with gladLoadGL()
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#else
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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int main(int, char**)
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{
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@ -49,7 +57,20 @@ int main(int, char**)
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||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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gl3wInit();
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// Initialize OpenGL loader
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||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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bool err = gl3wInit() != 0;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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bool err = glewInit() != GLEW_OK;
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||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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bool err = gladLoadGL() != 0;
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||||
#endif
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if (err)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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||||
return 1;
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||||
}
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||||
|
||||
// Setup Dear ImGui binding
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IMGUI_CHECKVERSION();
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||||
|
@ -10,9 +10,10 @@
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||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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||||
|
||||
// CHANGELOG
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
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||||
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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||||
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
|
||||
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
|
||||
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
|
||||
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
|
||||
@ -74,14 +75,19 @@
|
||||
// OpenGL ES 3
|
||||
#include <GLES3/gl3.h> // Use GL ES 3
|
||||
#else
|
||||
// OpenGL Regular
|
||||
// (About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual functions to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are using gl3w.h, which requires a call to gl3wInit().
|
||||
// You may use another any other loader/header of your choice, such as glew, glext, glad, glLoadGen, etc.)
|
||||
// Regular OpenGL
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h>
|
||||
//#include <glew.h>
|
||||
//#include <glext.h>
|
||||
//#include <glad/glad.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h>
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
@ -134,7 +140,7 @@ void ImGui_ImplOpenGL3_NewFrame()
|
||||
|
||||
// OpenGL3 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
@ -150,7 +156,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
#endif
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
@ -200,7 +208,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
#endif
|
||||
// Recreate the VAO every time
|
||||
// Recreate the VAO every time
|
||||
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
||||
GLuint vao_handle = 0;
|
||||
glGenVertexArrays(1, &vao_handle);
|
||||
|
@ -10,16 +10,24 @@
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// About OpenGL function loaders:
|
||||
// Modern OpenGL requires individual functions to be loaded manually. Helper libraries are often used for this purpose.
|
||||
// Here we are using gl3w.h, which requires a call to gl3wInit().
|
||||
// You may use another any other loader/header of your choice, such as glew, glext, glad, glLoadGen, etc.
|
||||
// About OpenGL function loaders:
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
// Set default OpenGL loader to be gl3w
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#endif
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||
|
@ -173,7 +173,7 @@ static void check_vk_result(VkResult err)
|
||||
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
|
||||
{
|
||||
VkResult err;
|
||||
if (buffer != NULL)
|
||||
if (buffer != VK_NULL_HANDLE)
|
||||
vkDestroyBuffer(g_Device, buffer, g_Allocator);
|
||||
if (buffer_memory)
|
||||
vkFreeMemory(g_Device, buffer_memory, g_Allocator);
|
||||
@ -700,12 +700,12 @@ void ImGui_ImplVulkan_InvalidateDeviceObjects()
|
||||
|
||||
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
|
||||
{
|
||||
IM_ASSERT(info->Instance != NULL);
|
||||
IM_ASSERT(info->PhysicalDevice != NULL);
|
||||
IM_ASSERT(info->Device != NULL);
|
||||
IM_ASSERT(info->Queue != NULL);
|
||||
IM_ASSERT(info->DescriptorPool != NULL);
|
||||
IM_ASSERT(render_pass != NULL);
|
||||
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->Device != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->Queue != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE);
|
||||
IM_ASSERT(render_pass != VK_NULL_HANDLE);
|
||||
|
||||
g_Instance = info->Instance;
|
||||
g_PhysicalDevice = info->PhysicalDevice;
|
||||
@ -851,7 +851,7 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d
|
||||
|
||||
void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
IM_ASSERT(physical_device != NULL && device != NULL);
|
||||
IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
|
||||
(void)allocator;
|
||||
|
||||
// Create Command Buffers
|
||||
|
@ -16,6 +16,7 @@
|
||||
|
||||
#define IMGUI_VK_QUEUED_FRAMES 2
|
||||
|
||||
// Please zero-clear before use.
|
||||
struct ImGui_ImplVulkan_InitInfo
|
||||
{
|
||||
VkInstance Instance;
|
||||
|
Reference in New Issue
Block a user