diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index 63071b89..fc88b8c9 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -7,9 +7,13 @@ // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. -// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. +// To build this on 32-bit systems: +// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) +// - [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. +// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) +// - [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) -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs @@ -242,7 +246,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL if (r.right > r.left && r.bottom > r.top) { D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; - texture_handle.ptr = (UINT64)(intptr_t)pcmd->GetTexID(); + texture_handle.ptr = (UINT64)pcmd->GetTexID(); ctx->SetGraphicsRootDescriptorTable(1, texture_handle); ctx->RSSetScissorRects(1, &r); ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); @@ -399,6 +403,13 @@ static void ImGui_ImplDX12_CreateFontsTexture() } // Store our identifier + // READ THIS IF THE STATIC_ASSERT() TRIGGERS: + // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. + // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. + // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) + // [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. + // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) + // [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) static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); io.Fonts->SetTexID((ImTextureID)g_hFontSrvGpuDescHandle.ptr); } diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index eab19eb1..e03c4a31 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,6 +50,8 @@ Other Changes: - Backends: Win32: Rework to handle certains Windows 8.1/10 features without a manifest. (#4200, #4191) - ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest. - ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest. +- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments + about building on 32-bit systems. (#4225) [@kingofthebongo2008] - Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998) - Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg. - Examples: SDL2: Accomodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.