mirror of
https://github.com/Drezil/imgui.git
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@ -13,6 +13,7 @@
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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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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
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// 2021-08-24: Fix for latest specs.
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// 2021-05-24: Add support for draw_data->FramebufferScale.
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@ -30,10 +31,10 @@
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extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
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// WebGPU data
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static WGPUDevice g_wgpuDevice = NULL;
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static WGPUQueue g_defaultQueue = NULL;
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static WGPUDevice g_wgpuDevice = nullptr;
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static WGPUQueue g_defaultQueue = nullptr;
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static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
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static WGPURenderPipeline g_pipelineState = NULL;
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static WGPURenderPipeline g_pipelineState = nullptr;
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struct RenderResources
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{
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@ -57,7 +58,7 @@ 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 FrameResources* g_pFrameResources = nullptr;
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static unsigned int g_numFramesInFlight = 0;
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static unsigned int g_frameIndex = UINT_MAX;
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@ -182,61 +183,61 @@ static void SafeRelease(ImDrawIdx*& res)
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{
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if (res)
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delete[] res;
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res = NULL;
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res = nullptr;
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}
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static void SafeRelease(ImDrawVert*& res)
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{
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if (res)
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delete[] res;
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res = NULL;
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res = nullptr;
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}
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static void SafeRelease(WGPUBindGroupLayout& res)
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{
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if (res)
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wgpuBindGroupLayoutRelease(res);
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res = NULL;
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res = nullptr;
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}
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static void SafeRelease(WGPUBindGroup& res)
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{
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if (res)
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wgpuBindGroupRelease(res);
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res = NULL;
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res = nullptr;
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}
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static void SafeRelease(WGPUBuffer& res)
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{
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if (res)
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wgpuBufferRelease(res);
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res = NULL;
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res = nullptr;
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}
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static void SafeRelease(WGPURenderPipeline& res)
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{
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if (res)
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wgpuRenderPipelineRelease(res);
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res = NULL;
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res = nullptr;
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}
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static void SafeRelease(WGPUSampler& res)
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{
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if (res)
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wgpuSamplerRelease(res);
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res = NULL;
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res = nullptr;
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}
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static void SafeRelease(WGPUShaderModule& res)
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{
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if (res)
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wgpuShaderModuleRelease(res);
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res = NULL;
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res = nullptr;
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}
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static void SafeRelease(WGPUTextureView& res)
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{
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if (res)
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wgpuTextureViewRelease(res);
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res = NULL;
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res = nullptr;
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}
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static void SafeRelease(WGPUTexture& res)
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{
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if (res)
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wgpuTextureRelease(res);
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res = NULL;
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res = nullptr;
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}
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static void SafeRelease(RenderResources& res)
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@ -311,7 +312,7 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
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wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
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wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
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wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
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wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL);
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wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, nullptr);
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// Setup blend factor
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WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
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@ -332,7 +333,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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FrameResources* fr = &g_pFrameResources[g_frameIndex % g_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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if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (fr->VertexBuffer)
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{
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@ -344,7 +345,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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WGPUBufferDescriptor vb_desc =
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{
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NULL,
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nullptr,
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"Dear ImGui Vertex buffer",
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
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fr->VertexBufferSize * sizeof(ImDrawVert),
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@ -356,7 +357,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
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}
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if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
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if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (fr->IndexBuffer)
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{
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@ -368,7 +369,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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WGPUBufferDescriptor ib_desc =
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{
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NULL,
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nullptr,
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"Dear ImGui Index buffer",
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
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fr->IndexBufferSize * sizeof(ImDrawIdx),
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@ -412,7 +413,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != NULL)
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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@ -429,13 +430,13 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash);
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if (bind_group)
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{
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL);
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
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}
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else
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{
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
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g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL);
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
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}
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// Project scissor/clipping rectangles into framebuffer space
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@ -525,7 +526,7 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
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{
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WGPUBufferDescriptor ub_desc =
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{
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NULL,
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nullptr,
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"Dear ImGui Uniform buffer",
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
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sizeof(Uniforms),
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@ -651,7 +652,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
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SafeRelease(g_resources);
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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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io.Fonts->SetTexID(nullptr); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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for (unsigned int i = 0; i < g_numFramesInFlight; i++)
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SafeRelease(g_pFrameResources[i]);
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@ -671,23 +672,23 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
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g_numFramesInFlight = num_frames_in_flight;
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g_frameIndex = UINT_MAX;
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g_resources.FontTexture = NULL;
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g_resources.FontTextureView = NULL;
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g_resources.Sampler = NULL;
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g_resources.Uniforms = NULL;
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g_resources.CommonBindGroup = NULL;
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g_resources.FontTexture = nullptr;
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g_resources.FontTextureView = nullptr;
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g_resources.Sampler = nullptr;
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g_resources.Uniforms = nullptr;
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g_resources.CommonBindGroup = nullptr;
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g_resources.ImageBindGroups.Data.reserve(100);
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g_resources.ImageBindGroup = NULL;
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g_resources.ImageBindGroupLayout = NULL;
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g_resources.ImageBindGroup = nullptr;
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g_resources.ImageBindGroupLayout = nullptr;
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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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fr->IndexBuffer = NULL;
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fr->VertexBuffer = NULL;
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fr->IndexBufferHost = NULL;
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fr->VertexBufferHost = NULL;
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fr->IndexBuffer = nullptr;
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fr->VertexBuffer = nullptr;
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fr->IndexBufferHost = nullptr;
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fr->VertexBufferHost = nullptr;
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fr->IndexBufferSize = 10000;
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fr->VertexBufferSize = 5000;
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}
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@ -699,9 +700,9 @@ void ImGui_ImplWGPU_Shutdown()
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{
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ImGui_ImplWGPU_InvalidateDeviceObjects();
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delete[] g_pFrameResources;
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g_pFrameResources = NULL;
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g_pFrameResources = nullptr;
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wgpuQueueRelease(g_defaultQueue);
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g_wgpuDevice = NULL;
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g_wgpuDevice = nullptr;
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g_numFramesInFlight = 0;
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g_frameIndex = UINT_MAX;
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}
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