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Examples: Using draw_data->DisplaySize, followup to c50198debe
. Fix Vulkan secondary viewport rendering. SDL+Vulkan: Matched changes. Fix vcprojs. (#1542, #1042)
This commit is contained in:
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921bb92eec
commit
98b66a5fc9
@ -42,8 +42,7 @@ struct CUSTOMVERTEX
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void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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{
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{
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// Avoid rendering when minimized
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// Avoid rendering when minimized
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ImGuiIO& io = ImGui::GetIO();
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
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return;
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return;
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// Create and grow buffers if needed
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// Create and grow buffers if needed
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@ -101,8 +100,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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// Setup viewport
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// Setup viewport
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D3DVIEWPORT9 vp;
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D3DVIEWPORT9 vp;
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vp.X = vp.Y = 0;
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vp.X = vp.Y = 0;
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vp.Width = (DWORD)io.DisplaySize.x;
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vp.Width = (DWORD)draw_data->DisplaySize.x;
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vp.Height = (DWORD)io.DisplaySize.y;
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vp.Height = (DWORD)draw_data->DisplaySize.y;
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vp.MinZ = 0.0f;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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vp.MaxZ = 1.0f;
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g_pd3dDevice->SetViewport(&vp);
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g_pd3dDevice->SetViewport(&vp);
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@ -131,7 +130,10 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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// Setup orthographic projection matrix
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// Setup orthographic projection matrix
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// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
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// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
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{
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{
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const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f;
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float L = draw_data->DisplayPos.x + 0.5f;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
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float T = draw_data->DisplayPos.y + 0.5f;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
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D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
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D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
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D3DMATRIX mat_projection =
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D3DMATRIX mat_projection =
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{
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{
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@ -60,8 +60,8 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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{
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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if (fb_width == 0 || fb_height == 0)
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return;
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return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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@ -263,8 +263,8 @@ void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData*
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VkViewport viewport;
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VkViewport viewport;
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viewport.x = 0;
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viewport.x = 0;
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viewport.y = 0;
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viewport.y = 0;
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viewport.width = io.DisplaySize.x;
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viewport.width = draw_data->DisplaySize.x;
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viewport.height = io.DisplaySize.y;
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viewport.height = draw_data->DisplaySize.y;
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viewport.minDepth = 0.0f;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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viewport.maxDepth = 1.0f;
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vkCmdSetViewport(command_buffer, 0, 1, &viewport);
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vkCmdSetViewport(command_buffer, 0, 1, &viewport);
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@ -121,7 +121,7 @@ int main(int, char**)
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}
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}
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// Rendering
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// Rendering
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glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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@ -9,7 +9,6 @@
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#include <SDL_vulkan.h>
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#include <SDL_vulkan.h>
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#include <vulkan/vulkan.h>
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#include <vulkan/vulkan.h>
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// FIXME-VULKAN: Resizing with IMGUI_UNLIMITED_FRAME_RATE triggers errors from the validation layer.
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#define IMGUI_UNLIMITED_FRAME_RATE
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#define IMGUI_UNLIMITED_FRAME_RATE
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#ifdef _DEBUG
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#ifdef _DEBUG
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#define IMGUI_VULKAN_DEBUG_REPORT
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#define IMGUI_VULKAN_DEBUG_REPORT
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@ -220,19 +219,20 @@ static void CleanupVulkan()
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vkDestroyInstance(g_Instance, g_Allocator);
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vkDestroyInstance(g_Instance, g_Allocator);
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}
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}
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static void FrameBegin(ImGui_ImplVulkan_WindowData* wd)
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static void FrameRender(ImGui_ImplVulkan_WindowData* wd)
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{
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{
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ImGui_ImplVulkan_FrameData* fd = &wd->Frames[wd->FrameIndex];
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VkResult err;
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VkResult err;
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for (;;)
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{
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VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
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err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, 100);
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err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
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if (err == VK_SUCCESS) break;
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if (err == VK_TIMEOUT) continue;
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check_vk_result(err);
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check_vk_result(err);
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}
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ImGui_ImplVulkan_FrameData* fd = &wd->Frames[wd->FrameIndex];
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{
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{
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err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, fd->PresentCompleteSemaphore, VK_NULL_HANDLE, &fd->BackbufferIndex);
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err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
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check_vk_result(err);
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err = vkResetFences(g_Device, 1, &fd->Fence);
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check_vk_result(err);
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check_vk_result(err);
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}
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}
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{
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{
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@ -248,26 +248,25 @@ static void FrameBegin(ImGui_ImplVulkan_WindowData* wd)
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VkRenderPassBeginInfo info = {};
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VkRenderPassBeginInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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info.renderPass = wd->RenderPass;
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info.renderPass = wd->RenderPass;
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info.framebuffer = wd->Framebuffer[fd->BackbufferIndex];
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info.framebuffer = wd->Framebuffer[wd->FrameIndex];
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info.renderArea.extent.width = wd->Width;
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info.renderArea.extent.width = wd->Width;
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info.renderArea.extent.height = wd->Height;
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info.renderArea.extent.height = wd->Height;
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info.clearValueCount = 1;
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info.clearValueCount = 1;
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info.pClearValues = &wd->ClearValue;
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info.pClearValues = &wd->ClearValue;
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vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
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}
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}
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}
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static void FrameEnd(ImGui_ImplVulkan_WindowData* wd)
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// Record Imgui Draw Data and draw funcs into command buffer
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{
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ImGui_ImplVulkan_RenderDrawData(fd->CommandBuffer, ImGui::GetDrawData());
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ImGui_ImplVulkan_FrameData* fd = &wd->Frames[wd->FrameIndex];
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VkResult err;
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// Submit command buffer
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vkCmdEndRenderPass(fd->CommandBuffer);
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vkCmdEndRenderPass(fd->CommandBuffer);
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{
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{
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VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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VkSubmitInfo info = {};
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VkSubmitInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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info.waitSemaphoreCount = 1;
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info.waitSemaphoreCount = 1;
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info.pWaitSemaphores = &fd->PresentCompleteSemaphore;
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info.pWaitSemaphores = &image_acquired_semaphore;
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info.pWaitDstStageMask = &wait_stage;
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info.pWaitDstStageMask = &wait_stage;
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info.commandBufferCount = 1;
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info.commandBufferCount = 1;
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info.pCommandBuffers = &fd->CommandBuffer;
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info.pCommandBuffers = &fd->CommandBuffer;
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@ -276,8 +275,6 @@ static void FrameEnd(ImGui_ImplVulkan_WindowData* wd)
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err = vkEndCommandBuffer(fd->CommandBuffer);
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err = vkEndCommandBuffer(fd->CommandBuffer);
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check_vk_result(err);
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check_vk_result(err);
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err = vkResetFences(g_Device, 1, &fd->Fence);
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check_vk_result(err);
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err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
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err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
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check_vk_result(err);
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check_vk_result(err);
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}
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}
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@ -285,23 +282,15 @@ static void FrameEnd(ImGui_ImplVulkan_WindowData* wd)
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static void FramePresent(ImGui_ImplVulkan_WindowData* wd)
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static void FramePresent(ImGui_ImplVulkan_WindowData* wd)
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{
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{
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VkResult err;
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ImGui_ImplVulkan_FrameData* fd = &wd->Frames[wd->FrameIndex];
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// If IMGUI_UNLIMITED_FRAME_RATE is defined we present the latest but one frame. Otherwise we present the latest rendered frame
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#ifdef IMGUI_UNLIMITED_FRAME_RATE
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uint32_t PresentIndex = (wd->FrameIndex + IMGUI_VK_QUEUED_FRAMES - 1) % IMGUI_VK_QUEUED_FRAMES;
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#else
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uint32_t PresentIndex = wd->FrameIndex;
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#endif // IMGUI_UNLIMITED_FRAME_RATE
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ImGui_ImplVulkan_FrameData* fd = &wd->Frames[PresentIndex];
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VkPresentInfoKHR info = {};
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VkPresentInfoKHR info = {};
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info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
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info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
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info.waitSemaphoreCount = 1;
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info.waitSemaphoreCount = 1;
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info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
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info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
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info.swapchainCount = 1;
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info.swapchainCount = 1;
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info.pSwapchains = &wd->Swapchain;
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info.pSwapchains = &wd->Swapchain;
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info.pImageIndices = &fd->BackbufferIndex;
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info.pImageIndices = &wd->FrameIndex;
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err = vkQueuePresentKHR(g_Queue, &info);
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VkResult err = vkQueuePresentKHR(g_Queue, &info);
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check_vk_result(err);
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check_vk_result(err);
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}
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}
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@ -329,6 +318,7 @@ int main(int, char**)
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// Create Window Surface
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// Create Window Surface
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VkSurfaceKHR surface;
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VkSurfaceKHR surface;
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VkResult err;
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if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
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if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
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{
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{
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printf("Failed to create Vulkan surface.\n");
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printf("Failed to create Vulkan surface.\n");
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@ -348,6 +338,9 @@ int main(int, char**)
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io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
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io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup SDL binding
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ImGui_ImplSDL2_Init(window, NULL);
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// Setup Vulkan binding
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// Setup Vulkan binding
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ImGui_ImplVulkan_InitInfo init_info = {};
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ImGui_ImplVulkan_InitInfo init_info = {};
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init_info.Instance = g_Instance;
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init_info.Instance = g_Instance;
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@ -359,7 +352,6 @@ int main(int, char**)
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init_info.DescriptorPool = g_DescriptorPool;
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init_info.DescriptorPool = g_DescriptorPool;
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init_info.Allocator = g_Allocator;
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init_info.Allocator = g_Allocator;
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init_info.CheckVkResultFn = check_vk_result;
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init_info.CheckVkResultFn = check_vk_result;
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ImGui_ImplSDL2_Init(window, NULL);
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ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
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ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
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// Setup style
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// Setup style
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@ -387,7 +379,6 @@ int main(int, char**)
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VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
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VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
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VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
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VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
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VkResult err;
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err = vkResetCommandPool(g_Device, command_pool, 0);
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err = vkResetCommandPool(g_Device, command_pool, 0);
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check_vk_result(err);
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check_vk_result(err);
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VkCommandBufferBeginInfo begin_info = {};
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VkCommandBufferBeginInfo begin_info = {};
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@ -416,8 +407,6 @@ int main(int, char**)
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bool show_another_window = false;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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bool swap_chain_has_at_least_one_image = false;
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// Main loop
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// Main loop
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bool done = false;
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bool done = false;
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while (!done)
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while (!done)
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@ -478,26 +467,13 @@ int main(int, char**)
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// Rendering
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// Rendering
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ImGui::Render();
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ImGui::Render();
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memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
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memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
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FrameBegin(wd);
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FrameRender(wd);
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ImGui_ImplVulkan_RenderDrawData(wd->Frames[wd->FrameIndex].CommandBuffer, ImGui::GetDrawData());
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FrameEnd(wd);
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ImGui::RenderAdditionalViewports();
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ImGui::RenderAdditionalViewports();
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#ifdef IMGUI_UNLIMITED_FRAME_RATE
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// When IMGUI_UNLIMITED_FRAME_RATE is defined we render into latest image acquired from the swapchain but we display the image which was rendered before.
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// Hence we must render once and increase the FrameIndex without presenting.
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if (swap_chain_has_at_least_one_image)
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FramePresent(wd);
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FramePresent(wd);
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#else
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FramePresent(wd);
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#endif
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swap_chain_has_at_least_one_image = true;
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wd->FrameIndex = (wd->FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
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}
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}
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// Cleanup
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// Cleanup
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VkResult err = vkDeviceWaitIdle(g_Device);
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err = vkDeviceWaitIdle(g_Device);
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check_vk_result(err);
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check_vk_result(err);
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ImGui_ImplVulkan_Shutdown();
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ImGui_ImplVulkan_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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@ -20,7 +20,7 @@
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</ItemGroup>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<PropertyGroup Label="Globals">
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<ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
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<ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
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<RootNamespace>opengl3_example</RootNamespace>
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<RootNamespace>sdl_vulkan_example</RootNamespace>
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</PropertyGroup>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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@ -20,7 +20,7 @@
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</ItemGroup>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<PropertyGroup Label="Globals">
|
||||||
<ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid>
|
<ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid>
|
||||||
<RootNamespace>opengl3_example</RootNamespace>
|
<RootNamespace>vulkan_example</RootNamespace>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
|
Loading…
Reference in New Issue
Block a user