mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx12.cpp
This commit is contained in:
@ -12,7 +12,7 @@
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
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// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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@ -12,7 +12,7 @@
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
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// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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@ -17,7 +17,8 @@
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
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// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
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@ -536,8 +537,34 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
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// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
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// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
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static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
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if (d3d12_dll == NULL)
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{
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// Attempt to load d3d12.dll from local directories. This will only succeed if
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// (1) the current OS is Windows 7, and
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// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
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// See https://github.com/ocornut/imgui/pull/3696 for details.
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const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
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for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
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if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
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break;
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// If failed, we are on Windows >= 10.
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if (d3d12_dll == NULL)
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d3d12_dll = ::LoadLibraryA("d3d12.dll");
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if (d3d12_dll == NULL)
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return false;
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}
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PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
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if (D3D12SerializeRootSignatureFn == NULL)
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return false;
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ID3DBlob* blob = NULL;
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if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
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if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
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return false;
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g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
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@ -17,6 +17,11 @@
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#ifdef _MSC_VER
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#pragma warning (push)
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#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type
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#endif
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enum DXGI_FORMAT;
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struct ID3D12Device;
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struct ID3D12DescriptorHeap;
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@ -37,3 +42,8 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
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#ifdef _MSC_VER
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#pragma warning (pop)
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#endif
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@ -12,7 +12,7 @@
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
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@ -19,7 +19,7 @@
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
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// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
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// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
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@ -19,7 +19,7 @@
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
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// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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@ -14,7 +14,7 @@
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
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// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
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// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
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@ -19,7 +19,7 @@
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
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// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
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// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
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@ -33,7 +33,7 @@
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
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// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
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// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
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