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Backends: DX11: create sampler outside of ImGui_ImplDX11_CreateFontsTexture().
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@ -364,21 +364,16 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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}
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// Create texture sampler
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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static void ImGui_ImplDX11_DestroyFontsTexture()
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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if (bd->pFontTextureView)
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{
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.MipLODBias = 0.f;
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desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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desc.MaxLOD = 0.f;
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
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bd->pFontTextureView->Release();
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bd->pFontTextureView = nullptr;
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ImGui::GetIO().Fonts->SetTexID(0); // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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}
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}
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@ -531,6 +526,22 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
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}
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// Create texture sampler
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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{
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.MipLODBias = 0.f;
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desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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desc.MaxLOD = 0.f;
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
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}
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ImGui_ImplDX11_CreateFontsTexture();
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return true;
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@ -542,8 +553,9 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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if (!bd->pd3dDevice)
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return;
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ImGui_ImplDX11_DestroyFontsTexture();
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
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