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Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before ImGui_ImplOpenGL3_NewFrame() if for some reason they wanted.
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@ -51,6 +51,8 @@ Other Changes:
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- Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when
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a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory
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usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636)
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- Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture()
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before ImGui_ImplOpenGL3_NewFrame() if for some reason they wanted.
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- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count,
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would generally make the debug layer complain (Added in 1.72).
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- Backends: Vulkan: Added support for specifying multisample count.
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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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// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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@ -164,7 +165,7 @@ void ImGui_ImplOpenGL3_Shutdown()
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void ImGui_ImplOpenGL3_NewFrame()
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{
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if (!g_FontTexture)
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if (!g_ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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}
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@ -613,20 +614,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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{
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if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
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if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
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g_VboHandle = g_ElementsHandle = 0;
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if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
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if (g_VertHandle) glDeleteShader(g_VertHandle);
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g_VertHandle = 0;
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if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
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if (g_FragHandle) glDeleteShader(g_FragHandle);
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g_FragHandle = 0;
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if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
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g_ShaderHandle = 0;
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if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
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if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
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if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
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if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
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if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
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if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
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if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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}
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