You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
- Added ImGui_ImplVulkan_CreateMainPipeline(...) to explicitly re-create the main window pipeline (when some of its properties are changed).
- Does not implicitly use ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo, but a function parameter.
- The main window pipeline is created only if possible during ImGui_ImplVulkan_Init(...) (if a render pass or rendering info are given), else it should be created with ImGui_ImplVulkan_ReCreateMainPipeline(...)
- ImGui_ImplVulkan_CreatePipeline now takes a struct rather than (too) many parameters (and returns the created pipeline).
IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
1014
-
IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be nullptr");
IM_ASSERT(pci.pRenderingInfo && "PipelineRenderingCreateInfo must not be nullptr when using dynamic rendering");
1025
+
IM_ASSERT(pci.pRenderingInfo->sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo::sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
1026
+
IM_ASSERT(pci.pRenderingInfo->pNext == nullptr && "PipelineRenderingCreateInfo::pNext must be nullptr");
1027
+
info.pNext = pci.pRenderingInfo;
1016
1028
info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
IMGUI_IMPL_APIboolImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo*info); // The main pipeline will be created if possible (RenderPass xor (UseDynamicRendering && PipelineRenderingCreateInfo->sType is correct))
IMGUI_IMPL_APIvoidImGui_ImplVulkan_SetMinImageCount(uint32_tmin_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
116
132
133
+
117
134
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
0 commit comments