Docs: reformat changlog entries.

This commit is contained in:
ocornut
2025-10-13 13:25:02 +02:00
parent 9be4f150ef
commit 878c863af4
+70 -65
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@@ -41,50 +41,53 @@ HOW TO UPDATE?
Breaking Changes: Breaking Changes:
- Backends: Vulkan: moved some fields in ImGui_ImplVulkan_InitInfo: - Backends:
init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass - Vulkan: moved some fields in ImGui_ImplVulkan_InitInfo:
init_info.Subpass --> init_info.PipelineInfoMain.Subpass init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass
init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples init_info.Subpass --> init_info.PipelineInfoMain.Subpass
init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples
It makes things more consistent and was desirable to introduce new settings for init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo
secondary viewports. (#8946, #8110, #8111, #8686) [@ocornut, @SuperRonan, @sylmroz] It makes things more consistent and was desirable to introduce new settings for
- Backends: Vulkan: renamed ImGui_ImplVulkan_MainPipelineCreateInfo --> ImGui_ImplVulkan_PipelineInfo secondary viewports. (#8946, #8110, #8111, #8686) [@ocornut, @SuperRonan, @sylmroz]
(introduced very recently and only used by `ImGui_ImplVulkan_CreateMainPipeline()` - Vulkan: renamed ImGui_ImplVulkan_MainPipelineCreateInfo --> ImGui_ImplVulkan_PipelineInfo
so it should not affect many users). (#8110, #8111) (introduced very recently and only used by `ImGui_ImplVulkan_CreateMainPipeline()`
- Backends: Vulkan: helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a so it should not affect many users). (#8110, #8111)
`VkImageUsageFlags image_usage` argument. - Vulkan: helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a
It was previously hardcoded to `VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT` and defaults `VkImageUsageFlags image_usage` argument.
to that when the value is 0. In theory the function is an internal helper but It was previously hardcoded to `VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT` and defaults
since it's used by our examples some may have used it. (#8946, #8111, #8686) to that when the value is 0. In theory the function is an internal helper but
since it's used by our examples some may have used it. (#8946, #8111, #8686)
Other Changes: Other Changes:
- Windows: added lower-right resize grip on child windows using both - Windows: added lower-right resize grip on child windows using both
ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY flags. (#8501) [@aleksijuvani] ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY flags. (#8501) [@aleksijuvani]
The grip is not visible before hovering to reduce clutter. The grip is not visible before hovering to reduce clutter.
- InputText: fixed single-line InputText() not applying fine character clipping
properly (regression in 1.92.3). (#8967) [@Cyphall]
- InputText: fixed an infinite loop error happening if a custom input text
callback modifies/clear BufTextLen before calling InsertChars().
(regression from 1.92.3). Note that this never really worked correctly, but
previously it would only temporary wreck cursor position, and since 1.92.3 it
would go in an infinite loop. (#8994, #3237)
- Style: added ImGuiCol_UnsavedMarker, color of the unsaved document marker when - Style: added ImGuiCol_UnsavedMarker, color of the unsaved document marker when
using ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument. (#8983) using ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument. (#8983)
- IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers() - IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers()
helpers to null all handlers. (#8945, #2769) helpers to null all handlers. (#8945, #2769)
- Textures: fixed a crash if texture status is set to _WantDestroy by a backend after - InputText:
it had already been destroyed. This would typically happen when calling backend's - Fixed single-line InputText() not applying fine character clipping
ImGui_ImplXXXX_InvalidateDeviceObjects() helpers twice in a row. (#8977, #8811) properly (regression in 1.92.3). (#8967) [@Cyphall]
- Textures: allowed backend to destroy texture while inside the NewFrame/EndFrame - Fixed an infinite loop error happening if a custom input text
scope. Basically if a backend decide to destroy a texture that we didn't request callback modifies/clear BufTextLen before calling InsertChars().
to destroy (for e.g. freeing resources) the texture is immediately set to (regression from 1.92.3). Note that this never really worked correctly, but
a _WantCreate status again. (#8811) previously it would only temporary wreck cursor position, and since 1.92.3 it
- Textures: fixed an issue preventing multi-contexts sharing a ImFontAtlas from would go in an infinite loop. (#8994, #3237)
being possible to destroy in any order. - Textures:
- Textures: fixed not updating ImTextureData's RefCount when destroying a context - Fixed a crash if texture status is set to _WantDestroy by a backend after
using a shared ImFontAtlas, leading standard backends to not properly free it had already been destroyed. This would typically happen when calling backend's
texture resources. (#8975) [@icrashstuff] ImGui_ImplXXXX_InvalidateDeviceObjects() helpers twice in a row. (#8977, #8811)
- Allowed backend to destroy texture while inside the NewFrame/EndFrame
scope. Basically if a backend decide to destroy a texture that we didn't request
to destroy (for e.g. freeing resources) the texture is immediately set to
a _WantCreate status again. (#8811)
- Fixed an issue preventing multi-contexts sharing a ImFontAtlas from
being possible to destroy in any order.
- Fixed not updating ImTextureData's RefCount when destroying a context
using a shared ImFontAtlas, leading standard backends to not properly
free texture resources. (#8975) [@icrashstuff]
- Demo: fixed layout issue in "Layout & Scrolling -> Scrolling" section. - Demo: fixed layout issue in "Layout & Scrolling -> Scrolling" section.
- Misc: Debuggers: added type formatters for the LLDB debuggers (e.g. Xcode, - Misc: Debuggers: added type formatters for the LLDB debuggers (e.g. Xcode,
Android Studio & more) to provide nicer display for ImVec2, ImVec4, ImVector etc. Android Studio & more) to provide nicer display for ImVec2, ImVec4, ImVector etc.
@@ -92,37 +95,39 @@ Other Changes:
- CI: updated Windows CI scripts to generate/use VulkanSDK. (#8925, #8778) [@yaz0r] - CI: updated Windows CI scripts to generate/use VulkanSDK. (#8925, #8778) [@yaz0r]
- Docs: updated FAQ with new "What is the difference between Dear ImGui and - Docs: updated FAQ with new "What is the difference between Dear ImGui and
traditional UI toolkits?" entry. (#8862) traditional UI toolkits?" entry. (#8862)
- Backends: all backends call ImGuiPlatformIO::ClearPlatformHandlers() and - Backends:
ClearRendererHandlers() on shutdown, so as not to leave function pointers - All backends call ImGuiPlatformIO::ClearPlatformHandlers() and
which may be dangling when using backend in e.g. DLL. (#8945, #2769) ClearRendererHandlers() on shutdown, so as not to leave function pointers
- Backends: DirectX12: reuse a command list and allocator for texture uploads instead which may be dangling when using backend in e.g. DLL. (#8945, #2769)
of recreating them each time. (#8963, #8465) [@RT2Code] - DirectX12: reuse a command list and allocator for texture uploads instead
- Backends: DirectX12: Rework synchronization logic. (#8961) [@RT2Code] of recreating them each time. (#8963, #8465) [@RT2Code]
(presumably fixes old hard-to-repro crash issues such as #3463, #5018) - DirectX12: Rework synchronization logic. (#8961) [@RT2Code]
- Backends: DirectX12: Reuse texture upload buffer and grow it only when (presumably fixes old hard-to-repro crash issues such as #3463, #5018)
necessary. (#9002) [@RT2Code] - DirectX12: Reuse texture upload buffer and grow it only when
- Backends: DirectX12: Enable swapchain tearing if available. (#8965) [@RT2Code] necessary. (#9002) [@RT2Code]
- Backends: OpenGL3: fixed GL loader to work on Haiku OS which does not support - DirectX12: Enable swapchain tearing if available. (#8965) [@RT2Code]
`RTLD_NOLOAD`. (#8952) [@Xottab-DUTY, @threedeyes] - OpenGL3: fixed GL loader to work on Haiku OS which does not support
- Backends: GLFW: fixed build on platform that are neither Windows, macOS or `RTLD_NOLOAD`. (#8952) [@Xottab-DUTY, @threedeyes]
known Unixes (Regression in 1.92.3). (#8969, #8920, #8921) [@oktonion] - GLFW: fixed build on platform that are neither Windows, macOS or
- Backends: SDL2,SDL3: avoid using the SDL_GetGlobalMouseState() path when one of our known Unixes (Regression in 1.92.3). (#8969, #8920, #8921) [@oktonion]
window is hovered, as the event data is reliable and enough in this case. - SDL2,SDL3: avoid using the SDL_GetGlobalMouseState() path when one of our
- Fix mouse coordinates issue in fullscreen apps with macOS notch. (#7919, #7786) window is hovered, as the event data is reliable and enough in this case.
- Essentially a working for SDL3 bug which will be fixed in SDL 3.3.0. - Fix mouse coordinates issue in fullscreen apps with macOS notch. (#7919, #7786)
- Better perf on X11 as querying global position requires a round trip to X11 server. - Essentially a workaround for SDL3 bug which will be fixed in SDL 3.3.0.
- Backends: Win32: minor optimization not submitting gamepad io again if - Better perf on X11 as querying global position requires a round trip to X11 server.
XInput's dwPacketNumber has not changed. (#8556) [@MidTerm-CN] - Win32: minor optimization not submitting gamepad io again if
- Backends: Vulkan: added a way to specify custom shaders by filling init fields XInput's dwPacketNumber has not changed. (#8556) [@MidTerm-CN]
CustomShaderVertCreateInfo and CustomShaderFragCreateInfo. (#8585, #8271) [@johan0A] - Vulkan: added a way to specify custom shaders by filling init fields
- Backends: DX9,DX10,DX11,DX12,Metal,Vulkan,WGPU,SDLRenderer2,SDLRenderer3: CustomShaderVertCreateInfo and CustomShaderFragCreateInfo. (#8585, #8271) [@johan0A]
ensure that a texture in _WantDestroy state always turn to _Destroyed even - DX9,DX10,DX11,DX12,Metal,Vulkan,WGPU,SDLRenderer2,SDLRenderer3:
if your underlying graphics data was already destroyed. (#8977) ensure that a texture in _WantDestroy state always turn to _Destroyed even
- Examples: SDL2+DirectX11: Try WARP software driver if hardware driver is if your underlying graphics data was already destroyed. (#8977)
not available. (#5924, #5562) - Examples:
- Examples: SDL3+DirectX11: Added SDL3+DirectX11 example. (#8956, #8957) [@tomaz82] - SDL2+DirectX11: Try WARP software driver if hardware driver is
- Examples: Win32+DirectX12: Rework synchronization logic. (#8961) [@RT2Code] not available. (#5924, #5562)
- Examples: made examples's main.cpp consistent with returning 1 on error. - SDL3+DirectX11: Added SDL3+DirectX11 example. (#8956, #8957) [@tomaz82]
- Win32+DirectX12: Rework synchronization logic. (#8961) [@RT2Code]
- Made examples's main.cpp consistent with returning 1 on error.
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