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Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_vulkan.h # imgui.cpp
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@ -9,6 +9,9 @@
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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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// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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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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// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings.
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@ -219,8 +222,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
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// Upload Vertex and index Data:
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{
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ImDrawVert* vtx_dst;
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ImDrawIdx* idx_dst;
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ImDrawVert* vtx_dst = NULL;
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ImDrawIdx* idx_dst = NULL;
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err = vkMapMemory(g_Device, fd->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst));
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check_vk_result(err);
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err = vkMapMemory(g_Device, fd->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst));
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@ -735,8 +738,19 @@ void ImGui_ImplVulkan_NewFrame()
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{
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}
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//-------------------------------------------------------------------------
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// Miscellaneous Vulkan Helpers
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// Internal / Miscellaneous Vulkan Helpers
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//-------------------------------------------------------------------------
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// You probably do NOT need to use or care about those functions.
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// Those functions only exist because:
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// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
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// 2) the upcoming multi-viewport feature will need them internally.
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// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
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// but it is too much code to duplicate everywhere so we exceptionally expose them.
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// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
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// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
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// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
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//-------------------------------------------------------------------------
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#include <stdlib.h> // malloc
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