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Apply audited current-vitasdk compilation compatibility
Publish the recorded dependency compatibility delta and required prerequisites without adding unrelated behavior changes. Source-Revision: 4806a1924ff6181180bf5e4b8b79ab4394118875
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@ -18,7 +18,6 @@
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-02-03: Metal: Crash fix. (#8367)
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// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
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// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
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// 2022-07-05: Metal: Add dispatch synchronization.
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// 2022-06-30: Metal: Use __bridge for ARC based systems.
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@ -171,11 +170,7 @@ void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
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#ifdef IMGUI_IMPL_METAL_CPP
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bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
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#else
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bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
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#endif
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if (bd->SharedMetalContext.depthStencilState == nil)
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ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
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}
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@ -383,9 +378,6 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
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depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
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bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
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ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
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#ifdef IMGUI_IMPL_METAL_CPP
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[depthStencilDescriptor release];
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#endif
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ImGui_ImplMetal_CreateFontsTexture(device);
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return true;
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}
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@ -944,8 +944,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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glLinkProgram(bd->ShaderHandle);
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CheckProgram(bd->ShaderHandle, "shader program");
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#ifndef __vita__
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glDetachShader(bd->ShaderHandle, vert_handle);
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glDetachShader(bd->ShaderHandle, frag_handle);
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#endif
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glDeleteShader(vert_handle);
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glDeleteShader(frag_handle);
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@ -845,9 +845,6 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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bd->WantUpdateGamepadsList = false;
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}
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// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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if (bd->Gamepads.Size == 0)
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return;
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@ -355,7 +355,6 @@ Other changes:
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though it is currently not doing anything particular. (#8163, #7998, #7988)
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- Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears
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to leak on on X11 (#8256). [@Helodity]
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- Backends: Metal: Fixed leaks when using metal-cpp. (#8276, #8166) [@selimsandal]
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- Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) [@anszom]
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- Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for
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platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) [@Zer0xFF]
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@ -110,7 +110,7 @@
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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//---- ...Or use Dear ImGui's own very basic math operators.
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//#define IMGUI_DEFINE_MATH_OPERATORS
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#define IMGUI_DEFINE_MATH_OPERATORS
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//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
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// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
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@ -139,3 +139,6 @@ namespace ImGui
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void MyFunction(const char* name, MyMatrix44* mtx);
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}
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*/
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// handle https://github.com/ocornut/imgui/issues/1641 the old way
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#define ImTextureID void*
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@ -20814,6 +20814,12 @@ static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path)
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::MultiByteToWideChar(CP_UTF8, 0, path, -1, path_wbuf.Data, path_wsize);
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return (INT_PTR)::ShellExecuteW(NULL, L"open", path_wbuf.Data, NULL, NULL, SW_SHOWDEFAULT) > 32;
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}
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#elif defined(__vita__)
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#include <psp2/appmgr.h>
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static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path)
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{
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return sceAppMgrLaunchAppByUri(0, path) >= 0;
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}
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#else
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#include <sys/wait.h>
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#include <unistd.h>
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