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@ -13,6 +13,7 @@ |
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-11-24: Fixed validation error with default depth buffer settings.
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// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
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@ -606,6 +607,9 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() |
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WGPUDepthStencilState depth_stencil_state = {}; |
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depth_stencil_state.format = g_depthStencilFormat; |
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depth_stencil_state.depthWriteEnabled = false; |
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depth_stencil_state.depthCompare = WGPUCompareFunction_Always; |
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depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; |
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depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; |
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// Configure disabled depth-stencil state
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graphics_pipeline_desc.depthStencil = g_depthStencilFormat == WGPUTextureFormat_Undefined ? nullptr : &depth_stencil_state; |
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