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	Vulkan, Viewports: ImGui_ImplVulkan_RenderDrawData and renderer back-end automatically manage ImGui_ImplVulkanH_WindowRenderBuffers for each viewports so user doesn't have to do it. (#2461, #2348, #2378, #2097)
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							| @@ -2012,11 +2012,12 @@ struct ImDrawData | ||||
|     ImVec2          DisplayPos;             // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) | ||||
|     ImVec2          DisplaySize;            // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) | ||||
|     ImVec2          FramebufferScale;       // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. | ||||
|     ImGuiViewport*  OwnerViewport;          // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). | ||||
|  | ||||
|     // Functions | ||||
|     ImDrawData()    { Valid = false; Clear(); } | ||||
|     ~ImDrawData()   { Clear(); } | ||||
|     void Clear()    { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! | ||||
|     void Clear()    { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); OwnerViewport = NULL; } // The ImDrawList are owned by ImGuiContext! | ||||
|     IMGUI_API void  DeIndexAllBuffers();                    // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! | ||||
|     IMGUI_API void  ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. | ||||
| }; | ||||
|   | ||||
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