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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-23 20:38:07 +01:00
Add a return parameter to ImGui_Impl...._NewFrame()
Why does CreateDeviceObjects return a bool if the NewFrame doesn't ? Added the return parameter cause CreateDeviceObjects can fail. It did fail on DX11 with feature level to 9.
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20c03cda75
commit
548f21c2f0
10 changed files with 26 additions and 16 deletions
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@ -63,7 +63,7 @@
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#define _CRT_SECURE_NO_WARNINGS
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#endif
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#include "imgui.h"
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#include "../imgui.h"
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#include "imgui_impl_opengl3.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <stdio.h>
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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@ -162,10 +162,12 @@ void ImGui_ImplOpenGL3_Shutdown()
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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}
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}
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void ImGui_ImplOpenGL3_NewFrame()
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bool ImGui_ImplOpenGL3_NewFrame()
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{
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{
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if (!g_FontTexture)
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if (!g_FontTexture)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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return ImGui_ImplOpenGL3_CreateDeviceObjects();
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return true;
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}
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}
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static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
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static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
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@ -37,7 +37,7 @@
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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// Called by Init/NewFrame/Shutdown
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@ -548,8 +548,10 @@ void ImGui_ImplDX10_Shutdown()
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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}
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}
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void ImGui_ImplDX10_NewFrame()
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bool ImGui_ImplDX10_NewFrame()
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{
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{
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if (!g_pFontSampler)
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if (!g_pFontSampler)
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ImGui_ImplDX10_CreateDeviceObjects();
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return ImGui_ImplDX10_CreateDeviceObjects();
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return true;
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}
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}
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@ -15,7 +15,7 @@ struct ID3D10Device;
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IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
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IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
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IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplDX10_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing ImGui state.
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@ -556,8 +556,10 @@ void ImGui_ImplDX11_Shutdown()
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if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
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if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
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}
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}
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void ImGui_ImplDX11_NewFrame()
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bool ImGui_ImplDX11_NewFrame()
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{
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{
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if (!g_pFontSampler)
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if (!g_pFontSampler)
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ImGui_ImplDX11_CreateDeviceObjects();
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return ImGui_ImplDX11_CreateDeviceObjects();
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return true;
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}
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}
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@ -16,7 +16,7 @@ struct ID3D11DeviceContext;
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing ImGui state.
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@ -668,8 +668,10 @@ void ImGui_ImplDX12_Shutdown()
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g_frameIndex = UINT_MAX;
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g_frameIndex = UINT_MAX;
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}
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}
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void ImGui_ImplDX12_NewFrame()
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bool ImGui_ImplDX12_NewFrame()
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{
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{
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if (!g_pPipelineState)
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if (!g_pPipelineState)
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ImGui_ImplDX12_CreateDeviceObjects();
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return ImGui_ImplDX12_CreateDeviceObjects();
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return true;
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}
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}
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@ -26,7 +26,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
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IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplDX12_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
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IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing ImGui state.
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@ -277,8 +277,10 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
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if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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}
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}
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void ImGui_ImplDX9_NewFrame()
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bool ImGui_ImplDX9_NewFrame()
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{
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{
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if (!g_FontTexture)
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if (!g_FontTexture)
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ImGui_ImplDX9_CreateDeviceObjects();
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return ImGui_ImplDX9_CreateDeviceObjects();
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return true;
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}
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}
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@ -15,7 +15,7 @@ struct IDirect3DDevice9;
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IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplDX9_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing ImGui state.
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