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https://github.com/Drezil/imgui.git
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Backends: moved global to a data structure to facilitate support for multi-contexts. (#586, #1851, #2004, #3012, #3934, #4141)
This is NOT enable multi-contexts for any backends - in order to make this commit as harmless as possible, while containing all the cruft/renaming -
This commit is contained in:
@ -20,6 +20,7 @@
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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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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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@ -48,14 +49,6 @@
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#endif
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// DirectX data
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static ID3D12Device* g_pd3dDevice = NULL;
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static ID3D12RootSignature* g_pRootSignature = NULL;
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static ID3D12PipelineState* g_pPipelineState = NULL;
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static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
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static ID3D12Resource* g_pFontTextureResource = NULL;
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static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
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static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
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struct FrameResources
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{
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ID3D12Resource* IndexBuffer;
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@ -63,9 +56,29 @@ struct FrameResources
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int IndexBufferSize;
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int VertexBufferSize;
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};
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static FrameResources* g_pFrameResources = NULL;
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static UINT g_numFramesInFlight = 0;
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static UINT g_frameIndex = UINT_MAX;
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struct ImGui_ImplDX12_Data
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{
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ID3D12Device* pd3dDevice;
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ID3D12RootSignature* pRootSignature;
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ID3D12PipelineState* pPipelineState;
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DXGI_FORMAT RTVFormat;
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ID3D12Resource* pFontTextureResource;
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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FrameResources* pFrameResources;
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UINT numFramesInFlight;
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UINT frameIndex;
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ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplDX12_Data* g_Data;
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX12_Data); return g_Data; }
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplDX12_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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template<typename T>
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static void SafeRelease(T*& res)
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@ -82,6 +95,8 @@ struct VERTEX_CONSTANT_BUFFER
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr)
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
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@ -126,8 +141,8 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
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ctx->IASetIndexBuffer(&ibv);
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ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->SetPipelineState(g_pPipelineState);
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ctx->SetGraphicsRootSignature(g_pRootSignature);
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ctx->SetPipelineState(bd->pPipelineState);
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ctx->SetGraphicsRootSignature(bd->pRootSignature);
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ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
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// Setup blend factor
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@ -144,8 +159,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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// FIXME: I'm assuming that this only gets called once per frame!
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// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
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g_frameIndex = g_frameIndex + 1;
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FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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bd->frameIndex = bd->frameIndex + 1;
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FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
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// Create and grow vertex/index buffers if needed
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if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
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@ -168,7 +184,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
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return;
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}
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if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
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@ -191,7 +207,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
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return;
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}
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@ -262,6 +278,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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@ -289,7 +306,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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ID3D12Resource* pTexture = NULL;
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g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
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UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
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@ -311,7 +328,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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ID3D12Resource* uploadBuffer = NULL;
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HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
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IM_ASSERT(SUCCEEDED(hr));
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@ -346,7 +363,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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ID3D12Fence* fence = NULL;
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hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
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hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
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IM_ASSERT(SUCCEEDED(hr));
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HANDLE event = CreateEvent(0, 0, 0, 0);
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@ -358,15 +375,15 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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queueDesc.NodeMask = 1;
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ID3D12CommandQueue* cmdQueue = NULL;
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hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
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hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
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IM_ASSERT(SUCCEEDED(hr));
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ID3D12CommandAllocator* cmdAlloc = NULL;
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hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
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hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
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IM_ASSERT(SUCCEEDED(hr));
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ID3D12GraphicsCommandList* cmdList = NULL;
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hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
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hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
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IM_ASSERT(SUCCEEDED(hr));
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cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
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@ -397,9 +414,9 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
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SafeRelease(g_pFontTextureResource);
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g_pFontTextureResource = pTexture;
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bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
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SafeRelease(bd->pFontTextureResource);
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bd->pFontTextureResource = pTexture;
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}
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// Store our identifier
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@ -410,15 +427,18 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
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// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
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// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
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static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
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io.Fonts->SetTexID((ImTextureID)g_hFontSrvGpuDescHandle.ptr);
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static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
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io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
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}
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bool ImGui_ImplDX12_CreateDeviceObjects()
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{
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if (!g_pd3dDevice)
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if (ImGui::GetCurrentContext() == NULL)
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return false;
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if (g_pPipelineState)
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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if (!bd->pd3dDevice)
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return false;
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if (bd->pPipelineState)
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ImGui_ImplDX12_InvalidateDeviceObjects();
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// Create the root signature
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@ -499,7 +519,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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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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bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
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blob->Release();
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}
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@ -513,10 +533,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
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psoDesc.NodeMask = 1;
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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psoDesc.pRootSignature = g_pRootSignature;
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psoDesc.pRootSignature = bd->pRootSignature;
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psoDesc.SampleMask = UINT_MAX;
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psoDesc.NumRenderTargets = 1;
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psoDesc.RTVFormats[0] = g_RTVFormat;
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psoDesc.RTVFormats[0] = bd->RTVFormat;
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psoDesc.SampleDesc.Count = 1;
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psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
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@ -635,7 +655,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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desc.BackFace = desc.FrontFace;
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}
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HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState));
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HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
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vertexShaderBlob->Release();
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pixelShaderBlob->Release();
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if (result_pipeline_state != S_OK)
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@ -648,19 +668,21 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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void ImGui_ImplDX12_InvalidateDeviceObjects()
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{
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if (!g_pd3dDevice)
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if (ImGui::GetCurrentContext() == NULL)
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return;
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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if (!bd->pd3dDevice)
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return;
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SafeRelease(g_pRootSignature);
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SafeRelease(g_pPipelineState);
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SafeRelease(g_pFontTextureResource);
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SafeRelease(bd->pRootSignature);
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SafeRelease(bd->pPipelineState);
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SafeRelease(bd->pFontTextureResource);
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io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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for (UINT i = 0; i < bd->numFramesInFlight; i++)
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{
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FrameResources* fr = &g_pFrameResources[i];
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FrameResources* fr = &bd->pFrameResources[i];
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SafeRelease(fr->IndexBuffer);
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SafeRelease(fr->VertexBuffer);
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}
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@ -669,24 +691,28 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
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{
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_CreateBackendData();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx12";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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g_pd3dDevice = device;
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g_RTVFormat = rtv_format;
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g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
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g_pFrameResources = new FrameResources[num_frames_in_flight];
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g_numFramesInFlight = num_frames_in_flight;
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g_frameIndex = UINT_MAX;
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bd->pd3dDevice = device;
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bd->RTVFormat = rtv_format;
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bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
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bd->pFrameResources = new FrameResources[num_frames_in_flight];
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bd->numFramesInFlight = num_frames_in_flight;
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bd->frameIndex = UINT_MAX;
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IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
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// Create buffers with a default size (they will later be grown as needed)
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for (int i = 0; i < num_frames_in_flight; i++)
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{
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FrameResources* fr = &g_pFrameResources[i];
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FrameResources* fr = &bd->pFrameResources[i];
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fr->IndexBuffer = NULL;
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fr->VertexBuffer = NULL;
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fr->IndexBufferSize = 10000;
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@ -698,18 +724,25 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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void ImGui_ImplDX12_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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delete[] g_pFrameResources;
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g_pFrameResources = NULL;
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g_pd3dDevice = NULL;
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g_hFontSrvCpuDescHandle.ptr = 0;
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g_hFontSrvGpuDescHandle.ptr = 0;
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g_numFramesInFlight = 0;
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g_frameIndex = UINT_MAX;
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delete[] bd->pFrameResources;
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bd->pFrameResources = NULL;
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bd->pd3dDevice = NULL;
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bd->hFontSrvCpuDescHandle.ptr = 0;
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bd->hFontSrvGpuDescHandle.ptr = 0;
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bd->numFramesInFlight = 0;
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bd->frameIndex = UINT_MAX;
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplDX12_DestroyBackendData();
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}
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void ImGui_ImplDX12_NewFrame()
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{
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if (!g_pPipelineState)
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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if (!bd->pPipelineState)
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ImGui_ImplDX12_CreateDeviceObjects();
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}
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