Merge commit '17c41323d9a870a4c75d5dfc5def37f32278ced7' into back-to-imgui
This commit is contained in:
134
external/imgui/backends/imgui_impl_allegro5.cpp
vendored
134
external/imgui/backends/imgui_impl_allegro5.cpp
vendored
@@ -2,7 +2,8 @@
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Clipboard support (from Allegro 5.1.12).
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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@@ -21,6 +22,7 @@
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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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// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
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// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
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// 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256).
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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@@ -138,6 +140,13 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
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// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
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if (draw_data->Textures != nullptr)
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for (ImTextureData* tex : *draw_data->Textures)
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if (tex->Status != ImTextureStatus_OK)
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ImGui_ImplAllegro5_UpdateTexture(tex);
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// Backup Allegro state that will be modified
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
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@@ -233,43 +242,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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bool ImGui_ImplAllegro5_CreateDeviceObjects()
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{
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// Build texture atlas
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Create texture
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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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int flags = al_get_new_bitmap_flags();
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int fmt = al_get_new_bitmap_format();
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al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
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al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
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ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
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al_set_new_bitmap_flags(flags);
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al_set_new_bitmap_format(fmt);
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if (!img)
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return false;
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ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
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if (!locked_img)
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{
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al_destroy_bitmap(img);
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return false;
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}
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memcpy(locked_img->data, pixels, sizeof(int) * width * height);
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al_unlock_bitmap(img);
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// Convert software texture to hardware texture.
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ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
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al_destroy_bitmap(img);
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if (!cloned_img)
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return false;
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img);
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bd->Texture = cloned_img;
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// Create an invisible mouse cursor
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// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
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@@ -280,16 +253,81 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
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return true;
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}
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void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex)
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{
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if (tex->Status == ImTextureStatus_WantCreate)
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{
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// Create and upload new texture to graphics system
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//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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// Create texture
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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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const int new_bitmap_flags = al_get_new_bitmap_flags();
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int new_bitmap_format = al_get_new_bitmap_format();
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al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
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al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
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ALLEGRO_BITMAP* cpu_bitmap = al_create_bitmap(tex->Width, tex->Height);
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al_set_new_bitmap_flags(new_bitmap_flags);
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al_set_new_bitmap_format(new_bitmap_format);
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IM_ASSERT(cpu_bitmap != nullptr && "Backend failed to create texture!");
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// Upload pixels
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ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap(cpu_bitmap, al_get_bitmap_format(cpu_bitmap), ALLEGRO_LOCK_WRITEONLY);
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IM_ASSERT(locked_region != nullptr && "Backend failed to create texture!");
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memcpy(locked_region->data, tex->GetPixels(), tex->GetSizeInBytes());
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al_unlock_bitmap(cpu_bitmap);
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// Convert software texture to hardware texture.
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ALLEGRO_BITMAP* gpu_bitmap = al_clone_bitmap(cpu_bitmap);
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al_destroy_bitmap(cpu_bitmap);
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IM_ASSERT(gpu_bitmap != nullptr && "Backend failed to create texture!");
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// Store identifiers
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tex->SetTexID((ImTextureID)(intptr_t)gpu_bitmap);
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tex->SetStatus(ImTextureStatus_OK);
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}
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else if (tex->Status == ImTextureStatus_WantUpdates)
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{
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// Update selected blocks. We only ever write to textures regions which have never been used before!
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// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
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ImTextureRect r_bb = tex->UpdateRect; // Bounding box encompassing all individual updates
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ALLEGRO_BITMAP* gpu_bitmap = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID;
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ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap_region(gpu_bitmap, r_bb.x, r_bb.y, r_bb.w, r_bb.h, al_get_bitmap_format(gpu_bitmap), ALLEGRO_LOCK_WRITEONLY);
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IM_ASSERT(locked_region && "Backend failed to update texture!");
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for (ImTextureRect& r : tex->Updates)
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for (int y = 0; y < r.h; y++)
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memcpy((unsigned char*)locked_region->data + locked_region->pitch * (r.y - r_bb.y + y) + (r.x - r_bb.x) * tex->BytesPerPixel, // dst
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tex->GetPixelsAt(r.x, r.y + y), r.w * tex->BytesPerPixel); // src, block pitch
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al_unlock_bitmap(gpu_bitmap);
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tex->SetStatus(ImTextureStatus_OK);
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}
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else if (tex->Status == ImTextureStatus_WantDestroy)
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{
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ALLEGRO_BITMAP* backend_tex = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID;
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if (backend_tex)
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al_destroy_bitmap(backend_tex);
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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tex->SetStatus(ImTextureStatus_Destroyed);
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}
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}
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void ImGui_ImplAllegro5_InvalidateDeviceObjects()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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if (bd->Texture)
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{
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io.Fonts->SetTexID(0);
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al_destroy_bitmap(bd->Texture);
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bd->Texture = nullptr;
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}
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// Destroy all textures
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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if (tex->RefCount == 1)
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{
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tex->SetStatus(ImTextureStatus_WantDestroy);
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ImGui_ImplAllegro5_UpdateTexture(tex);
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}
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// Destroy mouse cursor
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if (bd->MouseCursorInvisible)
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{
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al_destroy_mouse_cursor(bd->MouseCursorInvisible);
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@@ -440,6 +478,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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io.BackendPlatformUserData = (void*)bd;
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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bd->Display = display;
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bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE;
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@@ -479,7 +518,7 @@ void ImGui_ImplAllegro5_Shutdown()
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io.BackendPlatformName = io.BackendRendererName = nullptr;
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io.BackendPlatformUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors;
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io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_RendererHasTextures);
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IM_DELETE(bd);
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}
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@@ -609,12 +648,11 @@ void ImGui_ImplAllegro5_NewFrame()
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
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if (!bd->Texture)
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if (!bd->MouseCursorInvisible)
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ImGui_ImplAllegro5_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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ImGuiIO& io = ImGui::GetIO();
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int w, h;
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w = al_get_display_width(bd->Display);
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h = al_get_display_height(bd->Display);
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@@ -2,7 +2,8 @@
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
|
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// [X] Platform: Clipboard support (from Allegro 5.1.12).
|
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
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@@ -37,4 +38,7 @@ IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
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// (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.
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IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
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#endif // #ifndef IMGUI_DISABLE
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131
external/imgui/backends/imgui_impl_dx10.cpp
vendored
131
external/imgui/backends/imgui_impl_dx10.cpp
vendored
@@ -2,8 +2,9 @@
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// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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||||
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||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
@@ -17,6 +18,8 @@
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||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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||||
// 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||
// 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
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||||
// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||||
// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
@@ -49,7 +52,19 @@
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
// DirectX10 data
|
||||
struct ImGui_ImplDX10_Texture
|
||||
{
|
||||
ID3D10Texture2D* pTexture;
|
||||
ID3D10ShaderResourceView* pTextureView;
|
||||
};
|
||||
|
||||
struct ImGui_ImplDX10_Data
|
||||
{
|
||||
ID3D10Device* pd3dDevice;
|
||||
@@ -61,7 +76,6 @@ struct ImGui_ImplDX10_Data
|
||||
ID3D10Buffer* pVertexConstantBuffer;
|
||||
ID3D10PixelShader* pPixelShader;
|
||||
ID3D10SamplerState* pFontSampler;
|
||||
ID3D10ShaderResourceView* pFontTextureView;
|
||||
ID3D10RasterizerState* pRasterizerState;
|
||||
ID3D10BlendState* pBlendState;
|
||||
ID3D10DepthStencilState* pDepthStencilState;
|
||||
@@ -94,8 +108,8 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
|
||||
|
||||
// Setup viewport
|
||||
D3D10_VIEWPORT vp = {};
|
||||
vp.Width = (UINT)draw_data->DisplaySize.x;
|
||||
vp.Height = (UINT)draw_data->DisplaySize.y;
|
||||
vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
vp.Height = (UINT)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
@@ -152,6 +166,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ID3D10Device* device = bd->pd3dDevice;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplDX10_UpdateTexture(tex);
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
@@ -252,6 +273,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
@@ -270,8 +292,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
@@ -308,21 +330,39 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
|
||||
backend_tex->pTexture->Release();
|
||||
backend_tex->pTextureView->Release();
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Upload texture to graphics system
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
unsigned int* pixels = (unsigned int*)tex->GetPixels();
|
||||
ImGui_ImplDX10_Texture* backend_tex = IM_NEW(ImGui_ImplDX10_Texture)();
|
||||
|
||||
// Create texture
|
||||
D3D10_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.Width = (UINT)tex->Width;
|
||||
desc.Height = (UINT)tex->Height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
@@ -331,13 +371,12 @@ static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D10Texture2D* pTexture = nullptr;
|
||||
D3D10_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
IM_ASSERT(pTexture != nullptr);
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
|
||||
IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
|
||||
|
||||
// Create texture view
|
||||
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
||||
@@ -346,23 +385,29 @@ static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
||||
srv_desc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srv_desc.Texture2D.MostDetailedMip = 0;
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
|
||||
pTexture->Release();
|
||||
bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srv_desc, &backend_tex->pTextureView);
|
||||
IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
tex->BackendUserData = backend_tex;
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_DestroyFontsTexture()
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
if (bd->pFontTextureView)
|
||||
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
bd->pFontTextureView->Release();
|
||||
bd->pFontTextureView = nullptr;
|
||||
ImGui::GetIO().Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||
ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
|
||||
IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
|
||||
for (ImTextureRect& r : tex->Updates)
|
||||
{
|
||||
D3D10_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r.h), (UINT)1 };
|
||||
bd->pd3dDevice->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
|
||||
}
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||
ImGui_ImplDX10_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
@@ -370,8 +415,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return false;
|
||||
if (bd->pFontSampler)
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX10 sample code but remove this dependency you can:
|
||||
@@ -530,8 +574,6 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||
}
|
||||
|
||||
ImGui_ImplDX10_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -541,8 +583,10 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX10_DestroyFontsTexture();
|
||||
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplDX10_DestroyTexture(tex);
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
@@ -566,8 +610,12 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx10";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
IDXGIAdapter* pDXGIAdapter = nullptr;
|
||||
@@ -600,7 +648,7 @@ void ImGui_ImplDX10_Shutdown()
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -610,7 +658,8 @@ void ImGui_ImplDX10_NewFrame()
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
|
||||
|
||||
if (!bd->pVertexShader)
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
if (!ImGui_ImplDX10_CreateDeviceObjects())
|
||||
IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
6
external/imgui/backends/imgui_impl_dx10.h
vendored
6
external/imgui/backends/imgui_impl_dx10.h
vendored
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
@@ -32,6 +33,9 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call.
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
|
||||
133
external/imgui/backends/imgui_impl_dx11.cpp
vendored
133
external/imgui/backends/imgui_impl_dx11.cpp
vendored
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
@@ -18,6 +19,8 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||
// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
|
||||
// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports.
|
||||
// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
|
||||
// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
@@ -52,7 +55,19 @@
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
// DirectX11 data
|
||||
struct ImGui_ImplDX11_Texture
|
||||
{
|
||||
ID3D11Texture2D* pTexture;
|
||||
ID3D11ShaderResourceView* pTextureView;
|
||||
};
|
||||
|
||||
struct ImGui_ImplDX11_Data
|
||||
{
|
||||
ID3D11Device* pd3dDevice;
|
||||
@@ -65,7 +80,6 @@ struct ImGui_ImplDX11_Data
|
||||
ID3D11Buffer* pVertexConstantBuffer;
|
||||
ID3D11PixelShader* pPixelShader;
|
||||
ID3D11SamplerState* pFontSampler;
|
||||
ID3D11ShaderResourceView* pFontTextureView;
|
||||
ID3D11RasterizerState* pRasterizerState;
|
||||
ID3D11BlendState* pBlendState;
|
||||
ID3D11DepthStencilState* pDepthStencilState;
|
||||
@@ -99,8 +113,8 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
|
||||
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp = {};
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
|
||||
vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
@@ -160,6 +174,13 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ID3D11DeviceContext* device = bd->pd3dDeviceContext;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplDX11_UpdateTexture(tex);
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
@@ -268,6 +289,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
int global_idx_offset = 0;
|
||||
int global_vtx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
@@ -286,8 +308,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
@@ -326,21 +348,39 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
|
||||
backend_tex->pTextureView->Release();
|
||||
backend_tex->pTexture->Release();
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Upload texture to graphics system
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
unsigned int* pixels = (unsigned int*)tex->GetPixels();
|
||||
ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)();
|
||||
|
||||
// Create texture
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.Width = (UINT)tex->Width;
|
||||
desc.Height = (UINT)tex->Height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
@@ -348,14 +388,12 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D* pTexture = nullptr;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
IM_ASSERT(pTexture != nullptr);
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
|
||||
IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
|
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
@@ -364,23 +402,29 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
|
||||
pTexture->Release();
|
||||
bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView);
|
||||
IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
tex->BackendUserData = backend_tex;
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_DestroyFontsTexture()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (bd->pFontTextureView)
|
||||
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
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.
|
||||
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||
ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData;
|
||||
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
|
||||
for (ImTextureRect& r : tex->Updates)
|
||||
{
|
||||
D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 };
|
||||
bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
|
||||
}
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||
ImGui_ImplDX11_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
@@ -388,8 +432,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return false;
|
||||
if (bd->pFontSampler)
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||
@@ -548,8 +591,6 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -559,7 +600,10 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX11_DestroyFontsTexture();
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplDX11_DestroyTexture(tex);
|
||||
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
@@ -584,8 +628,12 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
IDXGIAdapter* pDXGIAdapter = nullptr;
|
||||
@@ -622,7 +670,7 @@ void ImGui_ImplDX11_Shutdown()
|
||||
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -631,8 +679,9 @@ void ImGui_ImplDX11_NewFrame()
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
if (!bd->pVertexShader)
|
||||
if (!ImGui_ImplDX11_CreateDeviceObjects())
|
||||
IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
6
external/imgui/backends/imgui_impl_dx11.h
vendored
6
external/imgui/backends/imgui_impl_dx11.h
vendored
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
@@ -34,6 +35,9 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
|
||||
295
external/imgui/backends/imgui_impl_dx12.cpp
vendored
295
external/imgui/backends/imgui_impl_dx12.cpp
vendored
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
|
||||
@@ -22,6 +23,9 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-19: Fixed build on MinGW. (#8702, #4594)
|
||||
// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||
// 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
|
||||
// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429)
|
||||
// 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
|
||||
// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat.
|
||||
@@ -61,6 +65,15 @@
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
// MinGW workaround, see #4594
|
||||
typedef decltype(D3D12SerializeRootSignature) *_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE;
|
||||
|
||||
// DirectX12 data
|
||||
struct ImGui_ImplDX12_RenderBuffers;
|
||||
|
||||
@@ -214,8 +227,8 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
|
||||
|
||||
// Setup viewport
|
||||
D3D12_VIEWPORT vp = {};
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
|
||||
vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0.0f;
|
||||
@@ -259,6 +272,13 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplDX12_UpdateTexture(tex);
|
||||
|
||||
// FIXME: We are assuming that this only gets called once per frame!
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
|
||||
@@ -351,6 +371,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
@@ -369,8 +390,8 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
@@ -391,18 +412,39 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
platform_io.Renderer_RenderState = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID);
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle);
|
||||
SafeRelease(backend_tex->pTextureResource);
|
||||
backend_tex->hFontSrvCpuDescHandle.ptr = 0;
|
||||
backend_tex->hFontSrvGpuDescHandle.ptr = 0;
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Upload texture to graphics system
|
||||
ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
bool need_barrier_before_copy = true; // Do we need a resource barrier before we copy new data in?
|
||||
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
ImGui_ImplDX12_Texture* backend_tex = IM_NEW(ImGui_ImplDX12_Texture)();
|
||||
bd->InitInfo.SrvDescriptorAllocFn(&bd->InitInfo, &backend_tex->hFontSrvCpuDescHandle, &backend_tex->hFontSrvGpuDescHandle); // Allocate a desctriptor handle
|
||||
|
||||
D3D12_HEAP_PROPERTIES props = {};
|
||||
props.Type = D3D12_HEAP_TYPE_DEFAULT;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
@@ -412,8 +454,8 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
desc.Alignment = 0;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.Width = tex->Width;
|
||||
desc.Height = tex->Height;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
@@ -426,8 +468,47 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
|
||||
|
||||
UINT upload_pitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
|
||||
UINT upload_size = height * upload_pitch;
|
||||
// Create SRV
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, backend_tex->hFontSrvCpuDescHandle);
|
||||
SafeRelease(backend_tex->pTextureResource);
|
||||
backend_tex->pTextureResource = pTexture;
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)backend_tex->hFontSrvGpuDescHandle.ptr);
|
||||
tex->BackendUserData = backend_tex;
|
||||
need_barrier_before_copy = false; // Because this is a newly-created texture it will be in D3D12_RESOURCE_STATE_COMMON and thus we don't need a barrier
|
||||
// We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
|
||||
}
|
||||
|
||||
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
|
||||
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
|
||||
// FIXME-OPT: Uploading single box even when using ImTextureStatus_WantUpdates. Could use tex->Updates[]
|
||||
// - Copy all blocks contiguously in upload buffer.
|
||||
// - Barrier before copy, submit all CopyTextureRegion(), barrier after copy.
|
||||
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
|
||||
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
|
||||
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
|
||||
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
|
||||
|
||||
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
|
||||
UINT upload_pitch_src = upload_w * tex->BytesPerPixel;
|
||||
UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
|
||||
UINT upload_size = upload_pitch_dst * upload_h;
|
||||
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Alignment = 0;
|
||||
desc.Width = upload_size;
|
||||
@@ -440,47 +521,19 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
// FIXME-OPT: Can upload buffer be reused?
|
||||
ID3D12Resource* uploadBuffer = nullptr;
|
||||
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
void* mapped = nullptr;
|
||||
D3D12_RANGE range = { 0, upload_size };
|
||||
hr = uploadBuffer->Map(0, &range, &mapped);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((void*) ((uintptr_t) mapped + y * upload_pitch), pixels + y * width * 4, width * 4);
|
||||
uploadBuffer->Unmap(0, &range);
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
|
||||
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
|
||||
{
|
||||
srcLocation.pResource = uploadBuffer;
|
||||
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
||||
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srcLocation.PlacedFootprint.Footprint.Width = width;
|
||||
srcLocation.PlacedFootprint.Footprint.Height = height;
|
||||
srcLocation.PlacedFootprint.Footprint.Depth = 1;
|
||||
srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch;
|
||||
|
||||
dstLocation.pResource = pTexture;
|
||||
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
||||
dstLocation.SubresourceIndex = 0;
|
||||
}
|
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = pTexture;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
|
||||
// Create temporary command list and execute immediately
|
||||
ID3D12Fence* fence = nullptr;
|
||||
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
@@ -488,16 +541,63 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
HANDLE event = ::CreateEvent(0, 0, 0, 0);
|
||||
IM_ASSERT(event != nullptr);
|
||||
|
||||
// FIXME-OPT: Create once and reuse?
|
||||
ID3D12CommandAllocator* cmdAlloc = nullptr;
|
||||
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
// FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures)
|
||||
ID3D12GraphicsCommandList* cmdList = nullptr;
|
||||
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
|
||||
cmdList->ResourceBarrier(1, &barrier);
|
||||
// Copy to upload buffer
|
||||
void* mapped = nullptr;
|
||||
D3D12_RANGE range = { 0, upload_size };
|
||||
hr = uploadBuffer->Map(0, &range, &mapped);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
for (int y = 0; y < upload_h; y++)
|
||||
memcpy((void*)((uintptr_t)mapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src);
|
||||
uploadBuffer->Unmap(0, &range);
|
||||
|
||||
if (need_barrier_before_copy)
|
||||
{
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = backend_tex->pTextureResource;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
cmdList->ResourceBarrier(1, &barrier);
|
||||
}
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
|
||||
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
|
||||
{
|
||||
srcLocation.pResource = uploadBuffer;
|
||||
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
||||
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srcLocation.PlacedFootprint.Footprint.Width = upload_w;
|
||||
srcLocation.PlacedFootprint.Footprint.Height = upload_h;
|
||||
srcLocation.PlacedFootprint.Footprint.Depth = 1;
|
||||
srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch_dst;
|
||||
dstLocation.pResource = backend_tex->pTextureResource;
|
||||
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
||||
dstLocation.SubresourceIndex = 0;
|
||||
}
|
||||
cmdList->CopyTextureRegion(&dstLocation, upload_x, upload_y, 0, &srcLocation, nullptr);
|
||||
|
||||
{
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = backend_tex->pTextureResource;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
cmdList->ResourceBarrier(1, &barrier);
|
||||
}
|
||||
|
||||
hr = cmdList->Close();
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
@@ -507,6 +607,10 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
hr = cmdQueue->Signal(fence, 1);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
// FIXME-OPT: Suboptimal?
|
||||
// - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version)
|
||||
// - Store per-frame in flight: upload buffer?
|
||||
// - Where do cmdList and cmdAlloc fit?
|
||||
fence->SetEventOnCompletion(1, event);
|
||||
::WaitForSingleObject(event, INFINITE);
|
||||
|
||||
@@ -515,22 +619,11 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
::CloseHandle(event);
|
||||
fence->Release();
|
||||
uploadBuffer->Release();
|
||||
|
||||
// Create texture view
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, font_tex->hFontSrvCpuDescHandle);
|
||||
SafeRelease(font_tex->pTextureResource);
|
||||
font_tex->pTextureResource = pTexture;
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)font_tex->hFontSrvGpuDescHandle.ptr);
|
||||
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->numFramesInFlight)
|
||||
ImGui_ImplDX12_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
@@ -574,7 +667,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
||||
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
|
||||
staticSampler.MinLOD = 0.f;
|
||||
staticSampler.MaxLOD = 0.f;
|
||||
staticSampler.MaxLOD = D3D12_FLOAT32_MAX;
|
||||
staticSampler.ShaderRegister = 0;
|
||||
staticSampler.RegisterSpace = 0;
|
||||
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
||||
@@ -612,7 +705,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
return false;
|
||||
}
|
||||
|
||||
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
|
||||
_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(void*)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
|
||||
if (D3D12SerializeRootSignatureFn == nullptr)
|
||||
return false;
|
||||
|
||||
@@ -762,8 +855,6 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
if (result_pipeline_state != S_OK)
|
||||
return false;
|
||||
|
||||
ImGui_ImplDX12_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -786,14 +877,34 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
SafeRelease(bd->pRootSignature);
|
||||
SafeRelease(bd->pPipelineState);
|
||||
|
||||
// Free SRV descriptor used by texture
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
|
||||
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, font_tex->hFontSrvCpuDescHandle, font_tex->hFontSrvGpuDescHandle);
|
||||
SafeRelease(font_tex->pTextureResource);
|
||||
io.Fonts->SetTexID(0); // We copied bd->hFontSrvGpuDescHandle to io.Fonts->TexID so let's clear that as well.
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplDX12_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static void ImGui_ImplDX12_InitLegacySingleDescriptorMode(ImGui_ImplDX12_InitInfo* init_info)
|
||||
{
|
||||
// Wrap legacy behavior of passing space for a single descriptor
|
||||
IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
|
||||
init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!");
|
||||
*out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
|
||||
*out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
|
||||
bd->LegacySingleDescriptorUsed = true;
|
||||
};
|
||||
init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
|
||||
bd->LegacySingleDescriptorUsed = false;
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
||||
bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@@ -816,7 +927,9 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx12";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX12_InitPlatformInterface();
|
||||
|
||||
@@ -827,29 +940,9 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
if (init_info->SrvDescriptorAllocFn == nullptr)
|
||||
{
|
||||
// Wrap legacy behavior of passing space for a single descriptor
|
||||
IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
|
||||
init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!");
|
||||
*out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
|
||||
*out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
|
||||
bd->LegacySingleDescriptorUsed = true;
|
||||
};
|
||||
init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
|
||||
bd->LegacySingleDescriptorUsed = false;
|
||||
};
|
||||
}
|
||||
ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info);
|
||||
#endif
|
||||
|
||||
// Allocate 1 SRV descriptor for the font texture
|
||||
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
|
||||
init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -877,6 +970,9 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
||||
bool ret = ImGui_ImplDX12_Init(&init_info);
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
bd->commandQueueOwned = true;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
|
||||
|
||||
return ret;
|
||||
}
|
||||
#endif
|
||||
@@ -904,7 +1000,7 @@ void ImGui_ImplDX12_Shutdown()
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -914,7 +1010,8 @@ void ImGui_ImplDX12_NewFrame()
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
|
||||
|
||||
if (!bd->pPipelineState)
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
if (!ImGui_ImplDX12_CreateDeviceObjects())
|
||||
IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
@@ -1118,7 +1215,7 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
cmd_list->ResourceBarrier(1, &barrier);
|
||||
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr);
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr);
|
||||
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (const float*)&clear_color, 0, nullptr);
|
||||
cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
|
||||
|
||||
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
|
||||
|
||||
6
external/imgui/backends/imgui_impl_dx12.h
vendored
6
external/imgui/backends/imgui_impl_dx12.h
vendored
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
@@ -64,6 +65,9 @@ IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call.
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
|
||||
114
external/imgui/backends/imgui_impl_dx9.cpp
vendored
114
external/imgui/backends/imgui_impl_dx9.cpp
vendored
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
@@ -18,6 +19,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
@@ -46,13 +48,18 @@
|
||||
// DirectX
|
||||
#include <d3d9.h>
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
struct ImGui_ImplDX9_Data
|
||||
{
|
||||
LPDIRECT3DDEVICE9 pd3dDevice;
|
||||
LPDIRECT3DVERTEXBUFFER9 pVB;
|
||||
LPDIRECT3DINDEXBUFFER9 pIB;
|
||||
LPDIRECT3DTEXTURE9 FontTexture;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
bool HasRgbaSupport;
|
||||
@@ -171,6 +178,13 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplDX9_UpdateTexture(tex);
|
||||
|
||||
// Create and grow buffers if needed
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
@@ -335,8 +349,12 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx9";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
|
||||
|
||||
bd->pd3dDevice = device;
|
||||
bd->pd3dDevice->AddRef();
|
||||
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
|
||||
@@ -357,12 +375,12 @@ void ImGui_ImplDX9_Shutdown()
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
|
||||
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
|
||||
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
|
||||
{
|
||||
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
@@ -373,8 +391,8 @@ static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int
|
||||
#endif
|
||||
for (int y = 0; y < h; y++)
|
||||
{
|
||||
ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y);
|
||||
ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y);
|
||||
const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
|
||||
ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
|
||||
if (convert_rgba_to_bgra)
|
||||
for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
|
||||
*dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
|
||||
@@ -383,28 +401,61 @@ static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int
|
||||
}
|
||||
}
|
||||
|
||||
static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height, bytes_per_pixel;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
|
||||
|
||||
// Upload texture to graphics system
|
||||
bd->FontTexture = nullptr;
|
||||
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
|
||||
return false;
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
|
||||
return false;
|
||||
ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height);
|
||||
bd->FontTexture->UnlockRect(0);
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
LPDIRECT3DTEXTURE9 dx_tex = nullptr;
|
||||
HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
|
||||
if (hr < 0)
|
||||
{
|
||||
IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
|
||||
return true;
|
||||
D3DLOCKED_RECT locked_rect;
|
||||
if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
|
||||
{
|
||||
ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height);
|
||||
dx_tex->UnlockRect(0);
|
||||
}
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||
LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
|
||||
RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) };
|
||||
D3DLOCKED_RECT locked_rect;
|
||||
if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
|
||||
for (ImTextureRect& r : tex->Updates)
|
||||
ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4,
|
||||
(ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h);
|
||||
backend_tex->UnlockRect(0);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantDestroy)
|
||||
{
|
||||
LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
|
||||
backend_tex->Release();
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
@@ -412,8 +463,6 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return false;
|
||||
if (!ImGui_ImplDX9_CreateFontsTexture())
|
||||
return false;
|
||||
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
|
||||
return true;
|
||||
}
|
||||
@@ -423,9 +472,16 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
{
|
||||
tex->SetStatus(ImTextureStatus_WantDestroy);
|
||||
ImGui_ImplDX9_UpdateTexture(tex);
|
||||
}
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
|
||||
}
|
||||
|
||||
@@ -433,9 +489,7 @@ void ImGui_ImplDX9_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
IM_UNUSED(bd);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
6
external/imgui/backends/imgui_impl_dx9.h
vendored
6
external/imgui/backends/imgui_impl_dx9.h
vendored
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
@@ -31,4 +32,7 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
203
external/imgui/backends/imgui_impl_glfw.cpp
vendored
203
external/imgui/backends/imgui_impl_glfw.cpp
vendored
@@ -10,6 +10,7 @@
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Multiple Dear ImGui contexts support.
|
||||
// Missing features or Issues:
|
||||
// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
|
||||
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
||||
@@ -31,6 +32,10 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
|
||||
// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
|
||||
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
|
||||
// 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587)
|
||||
// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
|
||||
// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
|
||||
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
|
||||
@@ -102,6 +107,8 @@
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
|
||||
#endif
|
||||
|
||||
// GLFW
|
||||
@@ -123,6 +130,7 @@
|
||||
#ifndef _WIN32
|
||||
#include <unistd.h> // for usleep()
|
||||
#endif
|
||||
#include <stdio.h> // for snprintf()
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
@@ -162,6 +170,17 @@
|
||||
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
|
||||
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
|
||||
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
|
||||
#define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform()
|
||||
|
||||
// Map GLFWWindow* to ImGuiContext*.
|
||||
// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
|
||||
// - Would be simpler if we could use e.g. std::map<> as well. But we don't.
|
||||
// - This is not particularly optimized as we expect size to be small and queries to be rare.
|
||||
struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };
|
||||
static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;
|
||||
static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }
|
||||
static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); return; } }
|
||||
static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }
|
||||
|
||||
// GLFW data
|
||||
enum GlfwClientApi
|
||||
@@ -173,6 +192,7 @@ enum GlfwClientApi
|
||||
|
||||
struct ImGui_ImplGlfw_Data
|
||||
{
|
||||
ImGuiContext* Context;
|
||||
GLFWwindow* Window;
|
||||
GlfwClientApi ClientApi;
|
||||
double Time;
|
||||
@@ -184,6 +204,7 @@ struct ImGui_ImplGlfw_Data
|
||||
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
|
||||
bool InstalledCallbacks;
|
||||
bool CallbacksChainForAllWindows;
|
||||
char BackendPlatformName[32];
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
const char* CanvasSelector;
|
||||
#endif
|
||||
@@ -211,10 +232,18 @@ struct ImGui_ImplGlfw_Data
|
||||
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
|
||||
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }
|
||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
|
||||
{
|
||||
// Get data for current context
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
|
||||
{
|
||||
// Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)
|
||||
ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);
|
||||
return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplGlfw_UpdateMonitors();
|
||||
@@ -355,42 +384,39 @@ ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
|
||||
|
||||
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
|
||||
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
|
||||
static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
|
||||
static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
|
||||
static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
||||
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
|
||||
// Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
|
||||
if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
|
||||
return;
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
|
||||
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
||||
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
||||
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
@@ -398,7 +424,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
|
||||
return;
|
||||
#endif
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
||||
}
|
||||
|
||||
@@ -438,21 +464,21 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
||||
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||
if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
||||
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
||||
|
||||
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
||||
return;
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
|
||||
|
||||
if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
|
||||
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
|
||||
|
||||
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
|
||||
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
|
||||
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
|
||||
@@ -460,25 +486,25 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
|
||||
|
||||
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
||||
bd->PrevUserCallbackWindowFocus(window, focused);
|
||||
|
||||
// Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
|
||||
bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
|
||||
bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
io.AddFocusEvent(focused != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
||||
bd->PrevUserCallbackCursorPos(window, x, y);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
int window_x, window_y;
|
||||
@@ -494,11 +520,11 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
|
||||
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
||||
bd->PrevUserCallbackCursorEnter(window, entered);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
if (entered)
|
||||
{
|
||||
bd->MouseWindow = window;
|
||||
@@ -514,11 +540,11 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||
if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
||||
bd->PrevUserCallbackChar(window, c);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
io.AddInputCharacter(c);
|
||||
}
|
||||
|
||||
@@ -528,17 +554,18 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
||||
}
|
||||
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
|
||||
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)
|
||||
{
|
||||
// Mimic Emscripten_HandleWheel() in SDL.
|
||||
// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
|
||||
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
|
||||
float multiplier = 0.0f;
|
||||
if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
|
||||
else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
|
||||
else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
|
||||
float wheel_x = ev->deltaX * -multiplier;
|
||||
float wheel_y = ev->deltaY * -multiplier;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||
//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
|
||||
return EM_TRUE;
|
||||
@@ -551,7 +578,7 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
|
||||
|
||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
|
||||
IM_ASSERT(bd->Window == window);
|
||||
|
||||
@@ -568,7 +595,7 @@ void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
|
||||
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
|
||||
IM_ASSERT(bd->Window == window);
|
||||
|
||||
@@ -618,19 +645,30 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_glfw";
|
||||
io.BackendPlatformName = bd->BackendPlatformName;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bool has_viewports = false;
|
||||
#ifndef __EMSCRIPTEN__
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
has_viewports = true;
|
||||
#if GLFW_HAS_GETPLATFORM
|
||||
if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
|
||||
has_viewports = false;
|
||||
#endif
|
||||
if (has_viewports)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
#endif
|
||||
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
|
||||
#endif
|
||||
|
||||
bd->Context = ImGui::GetCurrentContext();
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
#if GLFW_VERSION_COMBINED < 3300
|
||||
@@ -690,11 +728,14 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
#else
|
||||
IM_UNUSED(main_viewport);
|
||||
#endif
|
||||
ImGui_ImplGlfw_InitMultiViewportSupport();
|
||||
if (has_viewports)
|
||||
ImGui_ImplGlfw_InitMultiViewportSupport();
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;
|
||||
::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);
|
||||
bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->PrevWndProc != nullptr);
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
@@ -705,7 +746,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
|
||||
if (emscripten::glfw3::IsRuntimePlatformApple())
|
||||
{
|
||||
ImGui::GetIO().ConfigMacOSXBehaviors = true;
|
||||
io.ConfigMacOSXBehaviors = true;
|
||||
|
||||
// Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
|
||||
// This means that Meta + V only registers a single key-press, even if the keys are held.
|
||||
@@ -756,6 +797,7 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
// Windows: restore our WndProc hook
|
||||
#ifdef _WIN32
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
|
||||
bd->PrevWndProc = nullptr;
|
||||
#endif
|
||||
@@ -763,6 +805,7 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
|
||||
ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -946,33 +989,62 @@ static void ImGui_ImplGlfw_UpdateMonitors()
|
||||
monitor.WorkSize = ImVec2((float)w, (float)h);
|
||||
}
|
||||
#endif
|
||||
#if GLFW_HAS_PER_MONITOR_DPI
|
||||
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
|
||||
float x_scale, y_scale;
|
||||
glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
|
||||
if (x_scale == 0.0f)
|
||||
float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]);
|
||||
if (scale == 0.0f)
|
||||
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
|
||||
monitor.DpiScale = x_scale;
|
||||
#endif
|
||||
monitor.DpiScale = scale;
|
||||
monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
}
|
||||
|
||||
// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
|
||||
// - Apple platforms use FramebufferScale so we always return 1.0f.
|
||||
// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
|
||||
float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
|
||||
{
|
||||
#if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__)
|
||||
float x_scale, y_scale;
|
||||
glfwGetWindowContentScale(window, &x_scale, &y_scale);
|
||||
return x_scale;
|
||||
#else
|
||||
IM_UNUSED(window);
|
||||
return 1.0f;
|
||||
#endif
|
||||
}
|
||||
|
||||
float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
|
||||
{
|
||||
#if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__)
|
||||
float x_scale, y_scale;
|
||||
glfwGetMonitorContentScale(monitor, &x_scale, &y_scale);
|
||||
return x_scale;
|
||||
#else
|
||||
IM_UNUSED(monitor);
|
||||
return 1.0f;
|
||||
#endif
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
|
||||
{
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(window, &w, &h);
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
if (out_size != nullptr)
|
||||
*out_size = ImVec2((float)w, (float)h);
|
||||
if (out_framebuffer_scale != nullptr)
|
||||
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(bd->Window, &w, &h);
|
||||
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
|
||||
// Setup main viewport size (every frame to accommodate for window resizing)
|
||||
ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
|
||||
ImGui_ImplGlfw_UpdateMonitors();
|
||||
|
||||
// Setup time step
|
||||
@@ -1038,7 +1110,7 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_s
|
||||
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
|
||||
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
|
||||
// FIXME: May break chaining in case user registered their own Emscripten callback?
|
||||
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
|
||||
emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);
|
||||
}
|
||||
#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
|
||||
// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
|
||||
@@ -1142,9 +1214,11 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
||||
GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
|
||||
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
|
||||
vd->WindowOwned = true;
|
||||
ImGui_ImplGlfw_ContextMap_Add(vd->Window, bd->Context);
|
||||
viewport->PlatformHandle = (void*)vd->Window;
|
||||
#ifdef _WIN32
|
||||
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
|
||||
::SetPropA((HWND)viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", bd);
|
||||
#elif defined(__APPLE__)
|
||||
viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
|
||||
#endif
|
||||
@@ -1186,6 +1260,7 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
|
||||
if (bd->KeyOwnerWindows[i] == vd->Window)
|
||||
ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
|
||||
|
||||
ImGui_ImplGlfw_ContextMap_Remove(vd->Window);
|
||||
glfwDestroyWindow(vd->Window);
|
||||
}
|
||||
vd->Window = nullptr;
|
||||
@@ -1209,12 +1284,10 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
|
||||
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
|
||||
}
|
||||
|
||||
// GLFW hack: install hook for WM_NCHITTEST message handler
|
||||
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
|
||||
// GLFW hack: install WndProc for mouse source event and WM_NCHITTEST message handler.
|
||||
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
|
||||
vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
|
||||
::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
#if !GLFW_HAS_FOCUS_ON_SHOW
|
||||
// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
|
||||
@@ -1258,7 +1331,7 @@ static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
|
||||
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
|
||||
#if defined(__APPLE__) && !GLFW_HAS_OSX_WINDOW_POS_FIX
|
||||
// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
|
||||
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
|
||||
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
|
||||
@@ -1272,6 +1345,14 @@ static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
ImVec2 framebuffer_scale;
|
||||
ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
|
||||
return framebuffer_scale;
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
@@ -1370,6 +1451,7 @@ static void ImGui_ImplGlfw_InitMultiViewportSupport()
|
||||
platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
|
||||
platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
|
||||
platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
|
||||
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale;
|
||||
platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
|
||||
platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
|
||||
platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
|
||||
@@ -1413,7 +1495,9 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
|
||||
WNDPROC prev_wndproc = bd->PrevWndProc;
|
||||
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
|
||||
if (viewport != NULL)
|
||||
@@ -1429,7 +1513,7 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
|
||||
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
|
||||
@@ -1446,6 +1530,7 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
default: break;
|
||||
}
|
||||
return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
4
external/imgui/backends/imgui_impl_glfw.h
vendored
4
external/imgui/backends/imgui_impl_glfw.h
vendored
@@ -10,6 +10,7 @@
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Multiple Dear ImGui contexts support.
|
||||
// Missing features or Issues:
|
||||
// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
|
||||
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
||||
@@ -65,5 +66,8 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int
|
||||
|
||||
// GLFW helpers
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
|
||||
IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
|
||||
IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
|
||||
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
13
external/imgui/backends/imgui_impl_metal.h
vendored
13
external/imgui/backends/imgui_impl_metal.h
vendored
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
@@ -36,11 +37,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
|
||||
id<MTLRenderCommandEncoder> commandEncoder);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -63,11 +65,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
MTL::RenderCommandEncoder* commandEncoder);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
182
external/imgui/backends/imgui_impl_metal.mm
vendored
182
external/imgui/backends/imgui_impl_metal.mm
vendored
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
@@ -17,6 +18,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
|
||||
// 2025-02-03: Metal: Crash fix. (#8367)
|
||||
// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
|
||||
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
|
||||
@@ -67,6 +69,11 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
|
||||
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor;
|
||||
@end
|
||||
|
||||
@interface MetalTexture : NSObject
|
||||
@property (nonatomic, strong) id<MTLTexture> metalTexture;
|
||||
- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture;
|
||||
@end
|
||||
|
||||
// A singleton that stores long-lived objects that are needed by the Metal
|
||||
// renderer backend. Stores the render pipeline state cache and the default
|
||||
// font texture, and manages the reusable buffer cache.
|
||||
@@ -75,7 +82,6 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
|
||||
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
|
||||
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
|
||||
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
|
||||
@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
|
||||
@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
|
||||
@property (nonatomic, assign) double lastBufferCachePurge;
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
||||
@@ -118,11 +124,6 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device));
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
|
||||
@@ -142,6 +143,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_metal";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
bd->SharedMetalContext = [[MetalContext alloc] init];
|
||||
@@ -164,7 +166,7 @@ void ImGui_ImplMetal_Shutdown()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
||||
@@ -180,7 +182,7 @@ void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
||||
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer,
|
||||
static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer,
|
||||
id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
|
||||
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
|
||||
{
|
||||
@@ -196,17 +198,17 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommand
|
||||
{
|
||||
.originX = 0.0,
|
||||
.originY = 0.0,
|
||||
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
|
||||
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
|
||||
.width = (double)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x),
|
||||
.height = (double)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y),
|
||||
.znear = 0.0,
|
||||
.zfar = 1.0
|
||||
};
|
||||
[commandEncoder setViewport:viewport];
|
||||
|
||||
float L = drawData->DisplayPos.x;
|
||||
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
|
||||
float T = drawData->DisplayPos.y;
|
||||
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float N = (float)viewport.znear;
|
||||
float F = (float)viewport.zfar;
|
||||
const float ortho_projection[4][4] =
|
||||
@@ -225,17 +227,24 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommand
|
||||
}
|
||||
|
||||
// Metal Render function.
|
||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
MetalContext* ctx = bd->SharedMetalContext;
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
|
||||
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
|
||||
return;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplMetal_UpdateTexture(tex);
|
||||
|
||||
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
|
||||
// The hit rate for this cache should be very near 100%.
|
||||
id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
|
||||
@@ -248,23 +257,23 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
|
||||
ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
|
||||
}
|
||||
|
||||
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
size_t vertexBufferLength = (size_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
|
||||
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
size_t vertexBufferOffset = 0;
|
||||
size_t indexBufferOffset = 0;
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = drawData->CmdLists[n];
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
|
||||
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
@@ -277,7 +286,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
|
||||
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
}
|
||||
@@ -337,42 +346,71 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
|
||||
}];
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
|
||||
static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData);
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
IM_ASSERT(backend_tex.metalTexture == (__bridge id<MTLTexture>)(void*)(intptr_t)tex->TexID);
|
||||
backend_tex.metalTexture = nil;
|
||||
|
||||
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
|
||||
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
|
||||
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
|
||||
// You can make that change in your implementation.
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
|
||||
width:(NSUInteger)width
|
||||
height:(NSUInteger)height
|
||||
mipmapped:NO];
|
||||
textureDescriptor.usage = MTLTextureUsageShaderRead;
|
||||
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
|
||||
textureDescriptor.storageMode = MTLStorageModeManaged;
|
||||
#else
|
||||
textureDescriptor.storageMode = MTLStorageModeShared;
|
||||
#endif
|
||||
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
|
||||
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
|
||||
bd->SharedMetalContext.fontTexture = texture;
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)(__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == ImU64
|
||||
|
||||
return (bd->SharedMetalContext.fontTexture != nil);
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_DestroyFontsTexture()
|
||||
void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
bd->SharedMetalContext.fontTexture = nil;
|
||||
io.Fonts->SetTexID(0);
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
|
||||
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
|
||||
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
|
||||
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
|
||||
// You can make that change in your implementation.
|
||||
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
|
||||
width:(NSUInteger)tex->Width
|
||||
height:(NSUInteger)tex->Height
|
||||
mipmapped:NO];
|
||||
textureDescriptor.usage = MTLTextureUsageShaderRead;
|
||||
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
|
||||
textureDescriptor.storageMode = MTLStorageModeManaged;
|
||||
#else
|
||||
textureDescriptor.storageMode = MTLStorageModeShared;
|
||||
#endif
|
||||
id <MTLTexture> texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor];
|
||||
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4];
|
||||
MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture];
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)texture);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
tex->BackendUserData = (__bridge_retained void*)(backend_tex);
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||
MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData);
|
||||
for (ImTextureRect& r : tex->Updates)
|
||||
{
|
||||
[backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h)
|
||||
mipmapLevel:0
|
||||
withBytes:tex->GetPixelsAt(r.x, r.y)
|
||||
bytesPerRow:(NSUInteger)tex->Width * 4];
|
||||
}
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||
{
|
||||
ImGui_ImplMetal_DestroyTexture(tex);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
|
||||
@@ -386,14 +424,19 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
[depthStencilDescriptor release];
|
||||
#endif
|
||||
ImGui_ImplMetal_CreateFontsTexture(device);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGui_ImplMetal_DestroyFontsTexture();
|
||||
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplMetal_DestroyTexture(tex);
|
||||
|
||||
ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
|
||||
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
||||
}
|
||||
@@ -485,13 +528,12 @@ static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
}
|
||||
data->FirstFrame = false;
|
||||
|
||||
viewport->DpiScale = (float)window.backingScaleFactor;
|
||||
if (data->MetalLayer.contentsScale != viewport->DpiScale)
|
||||
float fb_scale = (float)window.backingScaleFactor;
|
||||
if (data->MetalLayer.contentsScale != fb_scale)
|
||||
{
|
||||
data->MetalLayer.contentsScale = viewport->DpiScale;
|
||||
data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale);
|
||||
data->MetalLayer.contentsScale = fb_scale;
|
||||
data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, fb_scale);
|
||||
}
|
||||
viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale);
|
||||
#endif
|
||||
|
||||
id <CAMetalDrawable> drawable = [data->MetalLayer nextDrawable];
|
||||
@@ -605,6 +647,18 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
|
||||
|
||||
@end
|
||||
|
||||
#pragma mark - MetalTexture implementation
|
||||
|
||||
@implementation MetalTexture
|
||||
- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture
|
||||
{
|
||||
if ((self = [super init]))
|
||||
self.metalTexture = metalTexture;
|
||||
return self;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#pragma mark - MetalContext implementation
|
||||
|
||||
@implementation MetalContext
|
||||
|
||||
124
external/imgui/backends/imgui_impl_opengl2.cpp
vendored
124
external/imgui/backends/imgui_impl_opengl2.cpp
vendored
@@ -2,7 +2,8 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
@@ -26,6 +27,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
|
||||
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
@@ -83,8 +85,6 @@
|
||||
// OpenGL data
|
||||
struct ImGui_ImplOpenGL2_Data
|
||||
{
|
||||
GLuint FontTexture;
|
||||
|
||||
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
@@ -110,7 +110,8 @@ bool ImGui_ImplOpenGL2_Init()
|
||||
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
ImGui_ImplOpenGL2_InitMultiViewportSupport();
|
||||
|
||||
@@ -127,7 +128,7 @@ void ImGui_ImplOpenGL2_Shutdown()
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -135,11 +136,7 @@ void ImGui_ImplOpenGL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateFontsTexture();
|
||||
IM_UNUSED(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
|
||||
@@ -197,6 +194,13 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplOpenGL2_UpdateTexture(tex);
|
||||
|
||||
// Backup GL state
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
@@ -270,57 +274,77 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL2_CreateFontsTexture()
|
||||
void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &bd->FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
glDeleteTextures(1, &bd->FontTexture);
|
||||
io.Fonts->SetTexID(0);
|
||||
bd->FontTexture = 0;
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
const void* pixels = tex->GetPixels();
|
||||
GLuint gl_texture_id = 0;
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
GLint last_texture;
|
||||
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
|
||||
GL_CALL(glGenTextures(1, &gl_texture_id));
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
|
||||
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
|
||||
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
|
||||
// Restore state
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||
GLint last_texture;
|
||||
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
|
||||
|
||||
GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
|
||||
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
|
||||
for (ImTextureRect& r : tex->Updates)
|
||||
GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
|
||||
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantDestroy)
|
||||
{
|
||||
GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
|
||||
glDeleteTextures(1, &gl_tex_id);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL2_CreateDeviceObjects()
|
||||
{
|
||||
return ImGui_ImplOpenGL2_CreateFontsTexture();
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL2_DestroyFontsTexture();
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
{
|
||||
tex->SetStatus(ImTextureStatus_WantDestroy);
|
||||
ImGui_ImplOpenGL2_UpdateTexture(tex);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
8
external/imgui/backends/imgui_impl_opengl2.h
vendored
8
external/imgui/backends/imgui_impl_opengl2.h
vendored
@@ -2,7 +2,8 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
@@ -34,9 +35,10 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
169
external/imgui/backends/imgui_impl_opengl3.cpp
vendored
169
external/imgui/backends/imgui_impl_opengl3.cpp
vendored
@@ -4,8 +4,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// About WebGL/ES:
|
||||
@@ -24,6 +25,8 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture().
|
||||
// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664)
|
||||
// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)
|
||||
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
|
||||
@@ -232,7 +235,7 @@ struct ImGui_ImplOpenGL3_Data
|
||||
bool GlProfileIsES3;
|
||||
bool GlProfileIsCompat;
|
||||
GLint GlProfileMask;
|
||||
GLuint FontTexture;
|
||||
GLint MaxTextureSize;
|
||||
GLuint ShaderHandle;
|
||||
GLint AttribLocationTex; // Uniforms location
|
||||
GLint AttribLocationProjMtx;
|
||||
@@ -245,6 +248,7 @@ struct ImGui_ImplOpenGL3_Data
|
||||
bool HasPolygonMode;
|
||||
bool HasClipOrigin;
|
||||
bool UseBufferSubData;
|
||||
ImVector<char> TempBuffer;
|
||||
|
||||
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
@@ -331,11 +335,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
if (major == 0 && minor == 0)
|
||||
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
#if defined(GL_CONTEXT_PROFILE_MASK)
|
||||
if (bd->GlVersion >= 320)
|
||||
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
|
||||
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
|
||||
#endif
|
||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
bd->GlProfileIsES3 = true;
|
||||
@@ -344,6 +344,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
bd->GlProfileIsES3 = true;
|
||||
#endif
|
||||
|
||||
#if defined(GL_CONTEXT_PROFILE_MASK)
|
||||
if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
|
||||
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
|
||||
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
|
||||
#endif
|
||||
|
||||
bd->UseBufferSubData = false;
|
||||
/*
|
||||
// Query vendor to enable glBufferSubData kludge
|
||||
@@ -363,7 +369,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
if (bd->GlVersion >= 320)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders.
|
||||
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
|
||||
@@ -419,7 +429,7 @@ void ImGui_ImplOpenGL3_Shutdown()
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -431,9 +441,8 @@ void ImGui_ImplOpenGL3_NewFrame()
|
||||
ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
|
||||
|
||||
if (!bd->ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
if (!ImGui_ImplOpenGL3_CreateDeviceObjects())
|
||||
IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!");
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
|
||||
@@ -449,7 +458,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
if (bd->GlVersion >= 310)
|
||||
if (!bd->GlProfileIsES3 && bd->GlVersion >= 310)
|
||||
glDisable(GL_PRIMITIVE_RESTART);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
@@ -525,6 +534,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplOpenGL3_UpdateTexture(tex);
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
@@ -561,7 +577,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
|
||||
GLboolean last_enable_primitive_restart = (!bd->GlProfileIsES3 && bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
|
||||
#endif
|
||||
|
||||
// Setup desired GL state
|
||||
@@ -680,7 +696,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
||||
if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
@@ -693,50 +709,82 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
(void)bd; // Not all compilation paths use this
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
|
||||
glDeleteTextures(1, &gl_tex_id);
|
||||
|
||||
// Build texture atlas
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
GLint last_texture;
|
||||
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
|
||||
GL_CALL(glGenTextures(1, &bd->FontTexture));
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
|
||||
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
|
||||
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
|
||||
#endif
|
||||
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
|
||||
|
||||
// Store identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
// Restore state
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
|
||||
|
||||
return true;
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
||||
void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
glDeleteTextures(1, &bd->FontTexture);
|
||||
io.Fonts->SetTexID(0);
|
||||
bd->FontTexture = 0;
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
const void* pixels = tex->GetPixels();
|
||||
GLuint gl_texture_id = 0;
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
GLint last_texture;
|
||||
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
|
||||
GL_CALL(glGenTextures(1, &gl_texture_id));
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
|
||||
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
|
||||
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
|
||||
#endif
|
||||
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
|
||||
// Restore state
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||
GLint last_texture;
|
||||
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
|
||||
|
||||
GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
|
||||
#if 0// GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
|
||||
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
|
||||
for (ImTextureRect& r : tex->Updates)
|
||||
GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
|
||||
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
|
||||
#else
|
||||
// GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line.
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
for (ImTextureRect& r : tex->Updates)
|
||||
{
|
||||
const int src_pitch = r.w * tex->BytesPerPixel;
|
||||
bd->TempBuffer.resize(r.h * src_pitch);
|
||||
char* out_p = bd->TempBuffer.Data;
|
||||
for (int y = 0; y < r.h; y++, out_p += src_pitch)
|
||||
memcpy(out_p, tex->GetPixelsAt(r.x, r.y + y), src_pitch);
|
||||
IM_ASSERT(out_p == bd->TempBuffer.end());
|
||||
GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, bd->TempBuffer.Data));
|
||||
}
|
||||
#endif
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||
ImGui_ImplOpenGL3_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
|
||||
@@ -928,21 +976,24 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER));
|
||||
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
|
||||
glCompileShader(vert_handle);
|
||||
CheckShader(vert_handle, "vertex shader");
|
||||
if (!CheckShader(vert_handle, "vertex shader"))
|
||||
return false;
|
||||
|
||||
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
|
||||
GLuint frag_handle;
|
||||
GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER));
|
||||
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
|
||||
glCompileShader(frag_handle);
|
||||
CheckShader(frag_handle, "fragment shader");
|
||||
if (!CheckShader(frag_handle, "fragment shader"))
|
||||
return false;
|
||||
|
||||
// Link
|
||||
bd->ShaderHandle = glCreateProgram();
|
||||
glAttachShader(bd->ShaderHandle, vert_handle);
|
||||
glAttachShader(bd->ShaderHandle, frag_handle);
|
||||
glLinkProgram(bd->ShaderHandle);
|
||||
CheckProgram(bd->ShaderHandle, "shader program");
|
||||
if (!CheckProgram(bd->ShaderHandle, "shader program"))
|
||||
return false;
|
||||
|
||||
glDetachShader(bd->ShaderHandle, vert_handle);
|
||||
glDetachShader(bd->ShaderHandle, frag_handle);
|
||||
@@ -959,8 +1010,6 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
glGenBuffers(1, &bd->VboHandle);
|
||||
glGenBuffers(1, &bd->ElementsHandle);
|
||||
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
@@ -980,7 +1029,11 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
|
||||
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
|
||||
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplOpenGL3_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
8
external/imgui/backends/imgui_impl_opengl3.h
vendored
8
external/imgui/backends/imgui_impl_opengl3.h
vendored
@@ -4,8 +4,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// About WebGL/ES:
|
||||
@@ -37,11 +38,12 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// (Optional) Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// Configuration flags to add in your imconfig file:
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
|
||||
|
||||
@@ -167,6 +167,7 @@ typedef khronos_uint8_t GLubyte;
|
||||
#define GL_SCISSOR_TEST 0x0C11
|
||||
#define GL_UNPACK_ROW_LENGTH 0x0CF2
|
||||
#define GL_PACK_ALIGNMENT 0x0D05
|
||||
#define GL_MAX_TEXTURE_SIZE 0x0D33
|
||||
#define GL_TEXTURE_2D 0x0DE1
|
||||
#define GL_UNSIGNED_BYTE 0x1401
|
||||
#define GL_UNSIGNED_SHORT 0x1403
|
||||
@@ -224,11 +225,13 @@ typedef khronos_float_t GLclampf;
|
||||
typedef double GLclampd;
|
||||
#define GL_TEXTURE_BINDING_2D 0x8069
|
||||
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
|
||||
typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
|
||||
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
|
||||
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
|
||||
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
|
||||
GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
|
||||
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
|
||||
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
|
||||
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
|
||||
@@ -478,7 +481,7 @@ GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
|
||||
|
||||
/* gl3w internal state */
|
||||
union ImGL3WProcs {
|
||||
GL3WglProc ptr[59];
|
||||
GL3WglProc ptr[60];
|
||||
struct {
|
||||
PFNGLACTIVETEXTUREPROC ActiveTexture;
|
||||
PFNGLATTACHSHADERPROC AttachShader;
|
||||
@@ -534,6 +537,7 @@ union ImGL3WProcs {
|
||||
PFNGLSHADERSOURCEPROC ShaderSource;
|
||||
PFNGLTEXIMAGE2DPROC TexImage2D;
|
||||
PFNGLTEXPARAMETERIPROC TexParameteri;
|
||||
PFNGLTEXSUBIMAGE2DPROC TexSubImage2D;
|
||||
PFNGLUNIFORM1IPROC Uniform1i;
|
||||
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
|
||||
PFNGLUSEPROGRAMPROC UseProgram;
|
||||
@@ -599,6 +603,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs;
|
||||
#define glShaderSource imgl3wProcs.gl.ShaderSource
|
||||
#define glTexImage2D imgl3wProcs.gl.TexImage2D
|
||||
#define glTexParameteri imgl3wProcs.gl.TexParameteri
|
||||
#define glTexSubImage2D imgl3wProcs.gl.TexSubImage2D
|
||||
#define glUniform1i imgl3wProcs.gl.Uniform1i
|
||||
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
|
||||
#define glUseProgram imgl3wProcs.gl.UseProgram
|
||||
@@ -894,6 +899,7 @@ static const char *proc_names[] = {
|
||||
"glShaderSource",
|
||||
"glTexImage2D",
|
||||
"glTexParameteri",
|
||||
"glTexSubImage2D",
|
||||
"glUniform1i",
|
||||
"glUniformMatrix4fv",
|
||||
"glUseProgram",
|
||||
|
||||
139
external/imgui/backends/imgui_impl_osx.mm
vendored
139
external/imgui/backends/imgui_impl_osx.mm
vendored
@@ -35,6 +35,8 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-12: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644)
|
||||
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
||||
// 2025-01-20: Removed notification observer when shutting down. (#8331)
|
||||
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
|
||||
@@ -510,7 +512,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
|
||||
[view addSubview:bd->KeyEventResponder];
|
||||
ImGui_ImplOSX_AddTrackingArea(view);
|
||||
|
||||
platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
|
||||
platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data) -> void
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
if (data->WantVisible)
|
||||
@@ -656,9 +658,9 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
// Setup display size
|
||||
if (view)
|
||||
{
|
||||
const float dpi = (float)[view.window backingScaleFactor];
|
||||
const float fb_scale = (float)[view.window backingScaleFactor];
|
||||
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
||||
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
||||
io.DisplayFramebufferScale = ImVec2(fb_scale, fb_scale);
|
||||
}
|
||||
|
||||
// Setup time step
|
||||
@@ -696,8 +698,16 @@ static ImGuiMouseSource GetMouseSource(NSEvent* event)
|
||||
|
||||
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
// Only process events from the window containing ImGui view
|
||||
void* event_handle = (__bridge void*)(event.window);
|
||||
void* view_handle = (__bridge void*)(view.window);
|
||||
if (event_handle == nullptr || view_handle == nullptr)
|
||||
return false;
|
||||
ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(view_handle);
|
||||
if (viewport == nullptr || viewport->PlatformHandleRaw != event_handle)
|
||||
return false;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
|
||||
{
|
||||
int button = (int)[event buttonNumber];
|
||||
@@ -830,8 +840,6 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
default:
|
||||
return io.WantCaptureKeyboard;
|
||||
}
|
||||
|
||||
NSEventModifierFlags modifier_flags = [event modifierFlags];
|
||||
io.AddKeyEvent(key, (modifier_flags & mask) != 0);
|
||||
io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
@@ -872,13 +880,13 @@ static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view)
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
struct ImGuiViewportDataOSX
|
||||
struct ImGui_ImplOSX_ViewportData
|
||||
{
|
||||
NSWindow* Window;
|
||||
bool WindowOwned;
|
||||
NSWindow* Window;
|
||||
bool WindowOwned;
|
||||
|
||||
ImGuiViewportDataOSX() { WindowOwned = false; }
|
||||
~ImGuiViewportDataOSX() { IM_ASSERT(Window == nil); }
|
||||
ImGui_ImplOSX_ViewportData() { WindowOwned = false; }
|
||||
~ImGui_ImplOSX_ViewportData() { IM_ASSERT(Window == nil); }
|
||||
};
|
||||
|
||||
@interface ImGui_ImplOSX_Window: NSWindow
|
||||
@@ -903,8 +911,8 @@ static void ConvertNSRect(NSRect* r)
|
||||
static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)();
|
||||
viewport->PlatformUserData = data;
|
||||
ImGui_ImplOSX_ViewportData* vd = IM_NEW(ImGui_ImplOSX_ViewportData)();
|
||||
viewport->PlatformUserData = vd;
|
||||
|
||||
NSScreen* screen = bd->Window.screen;
|
||||
NSRect rect = NSMakeRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y);
|
||||
@@ -933,8 +941,8 @@ static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport)
|
||||
|
||||
window.contentView = view;
|
||||
|
||||
data->Window = window;
|
||||
data->WindowOwned = true;
|
||||
vd->Window = window;
|
||||
vd->WindowOwned = true;
|
||||
viewport->PlatformRequestResize = false;
|
||||
viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window;
|
||||
}
|
||||
@@ -944,40 +952,40 @@ static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport)
|
||||
NSWindow* window = (__bridge_transfer NSWindow*)viewport->PlatformHandleRaw;
|
||||
window = nil;
|
||||
|
||||
if (ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData)
|
||||
if (ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
NSWindow* window = data->Window;
|
||||
if (window != nil && data->WindowOwned)
|
||||
NSWindow* window = vd->Window;
|
||||
if (window != nil && vd->WindowOwned)
|
||||
{
|
||||
window.contentView = nil;
|
||||
window.contentViewController = nil;
|
||||
[window orderOut:nil];
|
||||
}
|
||||
data->Window = nil;
|
||||
IM_DELETE(data);
|
||||
vd->Window = nil;
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
||||
[data->Window orderFront:nil];
|
||||
[vd->Window orderFront:nil];
|
||||
else
|
||||
[data->Window makeKeyAndOrderFront:nil];
|
||||
[vd->Window makeKeyAndOrderFront:nil];
|
||||
|
||||
[data->Window setIsVisible:YES];
|
||||
[vd->Window setIsVisible:YES];
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
NSWindow* window = data->Window;
|
||||
NSWindow* window = vd->Window;
|
||||
NSRect frame = window.frame;
|
||||
NSRect contentRect = window.contentLayoutRect;
|
||||
if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered.
|
||||
@@ -989,10 +997,10 @@ static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport)
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
NSWindow* window = data->Window;
|
||||
NSWindow* window = vd->Window;
|
||||
NSSize size = window.frame.size;
|
||||
|
||||
NSRect r = NSMakeRect(pos.x, pos.y, size.width, size.height);
|
||||
@@ -1002,20 +1010,20 @@ static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
|
||||
static ImVec2 ImGui_ImplOSX_GetWindowSize(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
NSWindow* window = data->Window;
|
||||
NSWindow* window = vd->Window;
|
||||
NSSize size = window.contentLayoutRect.size;
|
||||
return ImVec2(size.width, size.height);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
NSWindow* window = data->Window;
|
||||
NSWindow* window = vd->Window;
|
||||
NSRect rect = window.frame;
|
||||
rect.origin.y -= (size.y - rect.size.height);
|
||||
rect.size.width = size.x;
|
||||
@@ -1023,53 +1031,61 @@ static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
[window setFrame:rect display:YES];
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplOSX_GetWindowFramebufferScale(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
NSWindow* window = vd->Window;
|
||||
const float fb_scale = (float)[window backingScaleFactor];
|
||||
return ImVec2(fb_scale, fb_scale);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
[data->Window makeKeyAndOrderFront:bd->Window];
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
[vd->Window makeKeyAndOrderFront:bd->Window];
|
||||
}
|
||||
|
||||
static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
return data->Window.isKeyWindow;
|
||||
return vd->Window.isKeyWindow;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
return data->Window.isMiniaturized;
|
||||
return vd->Window.isMiniaturized;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
data->Window.title = [NSString stringWithUTF8String:title];
|
||||
vd->Window.title = [NSString stringWithUTF8String:title];
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
|
||||
|
||||
data->Window.alphaValue = alpha;
|
||||
vd->Window.alphaValue = alpha;
|
||||
}
|
||||
|
||||
static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
return data->Window.backingScaleFactor;
|
||||
return vd->Window.backingScaleFactor;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_UpdateMonitors()
|
||||
@@ -1112,6 +1128,7 @@ static void ImGui_ImplOSX_InitMultiViewportSupport()
|
||||
platform_io.Platform_GetWindowPos = ImGui_ImplOSX_GetWindowPos;
|
||||
platform_io.Platform_SetWindowSize = ImGui_ImplOSX_SetWindowSize;
|
||||
platform_io.Platform_GetWindowSize = ImGui_ImplOSX_GetWindowSize;
|
||||
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplOSX_GetWindowFramebufferScale;
|
||||
platform_io.Platform_SetWindowFocus = ImGui_ImplOSX_SetWindowFocus;
|
||||
platform_io.Platform_GetWindowFocus = ImGui_ImplOSX_GetWindowFocus;
|
||||
platform_io.Platform_GetWindowMinimized = ImGui_ImplOSX_GetWindowMinimized;
|
||||
@@ -1121,10 +1138,10 @@ static void ImGui_ImplOSX_InitMultiViewportSupport()
|
||||
|
||||
// Register main window handle (which is owned by the main application, not by us)
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)();
|
||||
data->Window = bd->Window;
|
||||
data->WindowOwned = false;
|
||||
main_viewport->PlatformUserData = data;
|
||||
ImGui_ImplOSX_ViewportData* vd = IM_NEW(ImGui_ImplOSX_ViewportData)();
|
||||
vd->Window = bd->Window;
|
||||
vd->WindowOwned = false;
|
||||
main_viewport->PlatformUserData = vd;
|
||||
main_viewport->PlatformHandle = (__bridge void*)bd->Window;
|
||||
|
||||
[NSNotificationCenter.defaultCenter addObserver:bd->Observer
|
||||
@@ -1148,8 +1165,8 @@ static void ImGui_ImplOSX_ShutdownMultiViewportSupport()
|
||||
}
|
||||
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)main_viewport->PlatformUserData;
|
||||
IM_DELETE(data);
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)main_viewport->PlatformUserData;
|
||||
IM_DELETE(vd);
|
||||
main_viewport->PlatformUserData = nullptr;
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
126
external/imgui/backends/imgui_impl_sdl2.cpp
vendored
126
external/imgui/backends/imgui_impl_sdl2.cpp
vendored
@@ -26,6 +26,8 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps.
|
||||
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
|
||||
// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
|
||||
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
||||
@@ -111,6 +113,7 @@
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#endif
|
||||
|
||||
@@ -118,6 +121,7 @@
|
||||
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#include <stdio.h> // for snprintf()
|
||||
#ifdef __APPLE__
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
@@ -152,6 +156,7 @@ struct ImGui_ImplSDL2_Data
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
char BackendPlatformName[48];
|
||||
bool UseVulkan;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
@@ -453,14 +458,15 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
|
||||
ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID);
|
||||
if (viewport == nullptr)
|
||||
return false;
|
||||
//IMGUI_DEBUG_LOG("SDL_KEY%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n",
|
||||
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod, event->key.windowID, viewport ? viewport->ID : 0);
|
||||
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||||
//IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
|
||||
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
|
||||
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
|
||||
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
|
||||
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
#if SDL_HAS_DISPLAY_EVENT
|
||||
@@ -491,15 +497,17 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
}
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
//if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_GAINED: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); }
|
||||
//if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_LOST: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); }
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
else if (window_event == SDL_WINDOWEVENT_CLOSE)
|
||||
if (window_event == SDL_WINDOWEVENT_CLOSE)
|
||||
viewport->PlatformRequestClose = true;
|
||||
else if (window_event == SDL_WINDOWEVENT_MOVED)
|
||||
if (window_event == SDL_WINDOWEVENT_MOVED)
|
||||
viewport->PlatformRequestMove = true;
|
||||
else if (window_event == SDL_WINDOWEVENT_RESIZED)
|
||||
if (window_event == SDL_WINDOWEVENT_RESIZED)
|
||||
viewport->PlatformRequestResize = true;
|
||||
return true;
|
||||
}
|
||||
@@ -509,6 +517,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
return true;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -522,11 +532,20 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
|
||||
|
||||
// Obtain compiled and runtime versions
|
||||
SDL_version ver_compiled;
|
||||
SDL_version ver_runtime;
|
||||
SDL_VERSION(&ver_compiled);
|
||||
SDL_GetVersion(&ver_runtime);
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u)",
|
||||
ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch);
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl2";
|
||||
io.BackendPlatformName = bd->BackendPlatformName;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
// (ImGuiBackendFlags_PlatformHasViewports may be set just below)
|
||||
@@ -557,7 +576,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
if (bd->MouseCanUseGlobalState)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
@@ -795,6 +813,27 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
}
|
||||
}
|
||||
|
||||
// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
|
||||
// - Apple platforms use FramebufferScale so we always return 1.0f.
|
||||
// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
|
||||
float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window));
|
||||
}
|
||||
|
||||
float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
|
||||
{
|
||||
#if SDL_HAS_PER_MONITOR_DPI
|
||||
#ifndef __APPLE__
|
||||
float dpi = 0.0f;
|
||||
if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0)
|
||||
return dpi / 96.0f;
|
||||
#endif
|
||||
#endif
|
||||
IM_UNUSED(display_index);
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
@@ -920,45 +959,44 @@ static void ImGui_ImplSDL2_UpdateMonitors()
|
||||
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
}
|
||||
#endif
|
||||
#if SDL_HAS_PER_MONITOR_DPI
|
||||
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
|
||||
// DpiScale to cocoa_window.backingScaleFactor here.
|
||||
float dpi = 0.0f;
|
||||
if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr))
|
||||
{
|
||||
if (dpi <= 0.0f)
|
||||
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
|
||||
monitor.DpiScale = dpi / 96.0f;
|
||||
}
|
||||
#endif
|
||||
float dpi_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(n);
|
||||
if (dpi_scale <= 0.0f)
|
||||
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
|
||||
monitor.DpiScale = dpi_scale;
|
||||
monitor.PlatformHandle = (void*)(intptr_t)n;
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale)
|
||||
{
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
if (renderer != nullptr)
|
||||
SDL_GetRendererOutputSize(renderer, &display_w, &display_h);
|
||||
#if SDL_HAS_VULKAN
|
||||
else if (SDL_GetWindowFlags(window) & SDL_WINDOW_VULKAN)
|
||||
SDL_Vulkan_GetDrawableSize(window, &display_w, &display_h);
|
||||
#endif
|
||||
else
|
||||
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
|
||||
if (out_size != nullptr)
|
||||
*out_size = ImVec2((float)w, (float)h);
|
||||
if (out_framebuffer_scale != nullptr)
|
||||
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
if (bd->Renderer != nullptr)
|
||||
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
|
||||
#if SDL_HAS_VULKAN
|
||||
else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
|
||||
SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
#endif
|
||||
else
|
||||
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
// Setup main viewport size (every frame to accommodate for window resizing)
|
||||
ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale);
|
||||
|
||||
// Update monitors
|
||||
#ifdef WIN32
|
||||
@@ -1089,7 +1127,7 @@ static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
|
||||
static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
|
||||
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)))
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
|
||||
// SDL hack: Hide icon from task bar
|
||||
@@ -1144,6 +1182,15 @@ static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplSDL2_GetWindowFramebufferScale(ImGuiViewport* viewport)
|
||||
{
|
||||
// FIXME: SDL_Renderer does not support multi-viewport.
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
ImVec2 framebuffer_scale;
|
||||
ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, nullptr, &framebuffer_scale);
|
||||
return framebuffer_scale;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
@@ -1217,6 +1264,7 @@ static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sd
|
||||
platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
|
||||
platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
|
||||
platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
|
||||
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL2_GetWindowFramebufferScale;
|
||||
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
|
||||
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
|
||||
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
|
||||
|
||||
4
external/imgui/backends/imgui_impl_sdl2.h
vendored
4
external/imgui/backends/imgui_impl_sdl2.h
vendored
@@ -42,6 +42,10 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
// DPI-related helpers (optional)
|
||||
IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window);
|
||||
IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index);
|
||||
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||||
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
|
||||
|
||||
91
external/imgui/backends/imgui_impl_sdl3.cpp
vendored
91
external/imgui/backends/imgui_impl_sdl3.cpp
vendored
@@ -24,7 +24,10 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
|
||||
// 2025-05-06: [Docking] macOS: fixed secondary viewports not appearing on other monitors before of parenting.
|
||||
// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
|
||||
// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
|
||||
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
|
||||
// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
||||
@@ -71,11 +74,13 @@
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#endif
|
||||
|
||||
// SDL
|
||||
#include <SDL3/SDL.h>
|
||||
#include <stdio.h> // for snprintf()
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
@@ -108,6 +113,7 @@ struct ImGui_ImplSDL3_Data
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
char BackendPlatformName[48];
|
||||
bool UseVulkan;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
@@ -166,7 +172,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
|
||||
SDL_Window* window = SDL_GetWindowFromID(window_id);
|
||||
if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
|
||||
if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
|
||||
{
|
||||
SDL_StopTextInput(bd->ImeWindow);
|
||||
bd->ImeWindow = nullptr;
|
||||
@@ -179,9 +185,10 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputArea(window, &r, 0);
|
||||
SDL_StartTextInput(window);
|
||||
bd->ImeWindow = window;
|
||||
}
|
||||
if (data->WantVisible || data->WantTextInput)
|
||||
SDL_StartTextInput(window);
|
||||
}
|
||||
|
||||
// Not static to allow third-party code to use that if they want to (but undocumented)
|
||||
@@ -418,14 +425,15 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
case SDL_EVENT_KEY_UP:
|
||||
{
|
||||
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
|
||||
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID);
|
||||
if (viewport == nullptr)
|
||||
return false;
|
||||
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n",
|
||||
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod, event->key.windowID, viewport ? viewport->ID : 0);
|
||||
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
|
||||
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
|
||||
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
|
||||
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
|
||||
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
|
||||
io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_DISPLAY_ORIENTATION:
|
||||
@@ -459,8 +467,10 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
||||
case SDL_EVENT_WINDOW_FOCUS_LOST:
|
||||
{
|
||||
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
|
||||
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
|
||||
if (viewport == nullptr)
|
||||
return false;
|
||||
//IMGUI_DEBUG_LOG("%s: windowId %d, viewport: %08X\n", (event->type == SDL_EVENT_WINDOW_FOCUS_GAINED) ? "SDL_EVENT_WINDOW_FOCUS_GAINED" : "SDL_WINDOWEVENT_FOCUS_LOST", event->window.windowID, viewport ? viewport->ID : 0);
|
||||
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
|
||||
return true;
|
||||
}
|
||||
@@ -485,6 +495,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
return true;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -495,7 +507,7 @@ static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Win
|
||||
viewport->PlatformHandleRaw = nullptr;
|
||||
#if defined(_WIN32) && !defined(__WINRT__)
|
||||
viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
#elif defined(__APPLE__)
|
||||
viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
|
||||
#endif
|
||||
}
|
||||
@@ -506,11 +518,16 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
IM_UNUSED(sdl_gl_context); // Unused in this branch
|
||||
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
|
||||
|
||||
const int ver_linked = SDL_GetVersion();
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
|
||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
|
||||
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl3";
|
||||
io.BackendPlatformName = bd->BackendPlatformName;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
// (ImGuiBackendFlags_PlatformHasViewports may be set just below)
|
||||
@@ -576,7 +593,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||||
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||||
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_EVENT_WINDOW_FOCUS_GAINED)
|
||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||
|
||||
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
||||
@@ -883,9 +900,7 @@ static void ImGui_ImplSDL3_UpdateMonitors()
|
||||
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
||||
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
}
|
||||
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
|
||||
// DpiScale to cocoa_window.backingScaleFactor here.
|
||||
monitor.DpiScale = SDL_GetDisplayContentScale(display_id);
|
||||
monitor.DpiScale = SDL_GetDisplayContentScale(display_id); // See https://wiki.libsdl.org/SDL3/README-highdpi for details.
|
||||
monitor.PlatformHandle = (void*)(intptr_t)n;
|
||||
if (monitor.DpiScale <= 0.0f)
|
||||
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
|
||||
@@ -894,22 +909,28 @@ static void ImGui_ImplSDL3_UpdateMonitors()
|
||||
SDL_free(displays);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
|
||||
{
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
|
||||
if (out_size != nullptr)
|
||||
*out_size = ImVec2((float)w, (float)h);
|
||||
if (out_framebuffer_scale != nullptr)
|
||||
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL3_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
// Setup main viewport size (every frame to accommodate for window resizing)
|
||||
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
|
||||
|
||||
// Update monitors
|
||||
#ifdef WIN32
|
||||
@@ -918,7 +939,7 @@ void ImGui_ImplSDL3_NewFrame()
|
||||
if (bd->WantUpdateMonitors)
|
||||
ImGui_ImplSDL3_UpdateMonitors();
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
// Setup time step (we could also use SDL_GetTicksNS() available since SDL3)
|
||||
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
@@ -1008,7 +1029,9 @@ static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
|
||||
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
|
||||
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
|
||||
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
|
||||
#endif
|
||||
SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
|
||||
vd->WindowOwned = true;
|
||||
if (use_opengl)
|
||||
@@ -1040,7 +1063,7 @@ static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
|
||||
static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
|
||||
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)))
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
|
||||
// SDL hack: Show icon in task bar (#7989)
|
||||
@@ -1055,14 +1078,20 @@ static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef __APPLE__
|
||||
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, "1"); // Otherwise new window appear under
|
||||
#else
|
||||
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
|
||||
#endif
|
||||
SDL_ShowWindow(vd->Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
IM_UNUSED(vd);
|
||||
|
||||
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
|
||||
// Update SDL3 parent if it changed _after_ creation.
|
||||
// This is for advanced apps that are manipulating ParentViewportID manually.
|
||||
SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
|
||||
@@ -1071,6 +1100,7 @@ static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
|
||||
vd->ParentWindow = new_parent;
|
||||
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
|
||||
@@ -1101,6 +1131,14 @@ static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplSDL3_GetWindowFramebufferScale(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
ImVec2 framebuffer_scale;
|
||||
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
|
||||
return framebuffer_scale;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
@@ -1155,7 +1193,7 @@ static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
(void)vk_allocator;
|
||||
bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
|
||||
}
|
||||
|
||||
@@ -1171,6 +1209,7 @@ static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sd
|
||||
platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
|
||||
platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
|
||||
platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
|
||||
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL3_GetWindowFramebufferScale;
|
||||
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
|
||||
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
|
||||
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
|
||||
|
||||
294
external/imgui/backends/imgui_impl_sdlgpu3.cpp
vendored
294
external/imgui/backends/imgui_impl_sdlgpu3.cpp
vendored
@@ -3,9 +3,9 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
@@ -23,6 +23,10 @@
|
||||
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
|
||||
|
||||
// CHANGELOG
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
|
||||
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
|
||||
// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
|
||||
// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
|
||||
// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
|
||||
@@ -34,6 +38,11 @@
|
||||
#include "imgui_impl_sdlgpu3_shaders.h"
|
||||
|
||||
// SDL_GPU Data
|
||||
struct ImGui_ImplSDLGPU3_Texture
|
||||
{
|
||||
SDL_GPUTexture* Texture = nullptr;
|
||||
SDL_GPUTextureSamplerBinding TextureSamplerBinding = { nullptr, nullptr };
|
||||
};
|
||||
|
||||
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
|
||||
struct ImGui_ImplSDLGPU3_FrameData
|
||||
@@ -51,14 +60,12 @@ struct ImGui_ImplSDLGPU3_Data
|
||||
ImGui_ImplSDLGPU3_InitInfo InitInfo;
|
||||
|
||||
// Graphics pipeline & shaders
|
||||
SDL_GPUShader* VertexShader = nullptr;
|
||||
SDL_GPUShader* FragmentShader = nullptr;
|
||||
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
|
||||
|
||||
// Font data
|
||||
SDL_GPUSampler* FontSampler = nullptr;
|
||||
SDL_GPUTexture* FontTexture = nullptr;
|
||||
SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
|
||||
SDL_GPUShader* VertexShader = nullptr;
|
||||
SDL_GPUShader* FragmentShader = nullptr;
|
||||
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
|
||||
SDL_GPUSampler* TexSampler = nullptr;
|
||||
SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
|
||||
uint32_t TexTransferBufferSize = 0;
|
||||
|
||||
// Frame data for main window
|
||||
ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
|
||||
@@ -155,6 +162,13 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
|
||||
if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
|
||||
return;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplSDLGPU3_UpdateTexture(tex);
|
||||
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
||||
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
|
||||
@@ -234,7 +248,12 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -277,91 +296,117 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
SDL_SetGPUScissor(render_pass, &scissor_rect);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLGPU3_CreateFontsTexture()
|
||||
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
SDL_GPUTextureSamplerBinding* binding = (SDL_GPUTextureSamplerBinding*)(intptr_t)tex->BackendUserData;
|
||||
IM_ASSERT(backend_tex->Texture == binding->texture);
|
||||
SDL_ReleaseGPUTexture(bd->InitInfo.Device, backend_tex->Texture);
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
||||
|
||||
// Destroy existing texture (if any)
|
||||
if (bd->FontTexture)
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
SDL_WaitForGPUIdle(v->Device);
|
||||
ImGui_ImplSDLGPU3_DestroyFontsTexture();
|
||||
}
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
ImGui_ImplSDLGPU3_Texture* backend_tex = IM_NEW(ImGui_ImplSDLGPU3_Texture)();
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
uint32_t upload_size = width * height * 4 * sizeof(char);
|
||||
|
||||
// Create the Image:
|
||||
{
|
||||
// Create texture
|
||||
SDL_GPUTextureCreateInfo texture_info = {};
|
||||
texture_info.type = SDL_GPU_TEXTURETYPE_2D;
|
||||
texture_info.type = SDL_GPU_TEXTURETYPE_2D;
|
||||
texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
|
||||
texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
|
||||
texture_info.width = width;
|
||||
texture_info.height = height;
|
||||
texture_info.width = tex->Width;
|
||||
texture_info.height = tex->Height;
|
||||
texture_info.layer_count_or_depth = 1;
|
||||
texture_info.num_levels = 1;
|
||||
texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
|
||||
|
||||
bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info);
|
||||
IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
|
||||
backend_tex->Texture = SDL_CreateGPUTexture(v->Device, &texture_info);
|
||||
backend_tex->TextureSamplerBinding.texture = backend_tex->Texture;
|
||||
backend_tex->TextureSamplerBinding.sampler = bd->TexSampler;
|
||||
IM_ASSERT(backend_tex->Texture && "Failed to create font texture, call SDL_GetError() for more info");
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)&backend_tex->TextureSamplerBinding);
|
||||
tex->BackendUserData = backend_tex;
|
||||
}
|
||||
|
||||
// Assign the texture to the TextureSamplerBinding
|
||||
bd->FontBinding.texture = bd->FontTexture;
|
||||
|
||||
// Create all the upload structures and upload:
|
||||
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
|
||||
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
||||
transferbuffer_info.size = upload_size;
|
||||
ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
|
||||
SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
|
||||
IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
|
||||
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
|
||||
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
|
||||
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
|
||||
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
|
||||
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
|
||||
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
|
||||
uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
|
||||
uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
|
||||
|
||||
void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false);
|
||||
memcpy(texture_ptr, pixels, upload_size);
|
||||
SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer);
|
||||
// Create transfer buffer
|
||||
if (bd->TexTransferBufferSize < upload_size)
|
||||
{
|
||||
SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
|
||||
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
|
||||
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
||||
transferbuffer_info.size = upload_size + 1024;
|
||||
bd->TexTransferBufferSize = upload_size + 1024;
|
||||
bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
|
||||
IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
|
||||
}
|
||||
|
||||
// Copy to transfer buffer
|
||||
{
|
||||
void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true);
|
||||
for (int y = 0; y < upload_h; y++)
|
||||
memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
|
||||
SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
|
||||
}
|
||||
|
||||
SDL_GPUTextureTransferInfo transfer_info = {};
|
||||
transfer_info.offset = 0;
|
||||
transfer_info.transfer_buffer = transferbuffer;
|
||||
transfer_info.transfer_buffer = bd->TexTransferBuffer;
|
||||
|
||||
SDL_GPUTextureRegion texture_region = {};
|
||||
texture_region.texture = bd->FontTexture;
|
||||
texture_region.w = width;
|
||||
texture_region.h = height;
|
||||
texture_region.texture = backend_tex->Texture;
|
||||
texture_region.x = (Uint32)upload_x;
|
||||
texture_region.y = (Uint32)upload_y;
|
||||
texture_region.w = (Uint32)upload_w;
|
||||
texture_region.h = (Uint32)upload_h;
|
||||
texture_region.d = 1;
|
||||
|
||||
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
|
||||
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
|
||||
SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
|
||||
SDL_EndGPUCopyPass(copy_pass);
|
||||
SDL_SubmitGPUCommandBuffer(cmd);
|
||||
SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer);
|
||||
}
|
||||
// Upload
|
||||
{
|
||||
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
|
||||
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
|
||||
SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
|
||||
SDL_EndGPUCopyPass(copy_pass);
|
||||
SDL_SubmitGPUCommandBuffer(cmd);
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
|
||||
}
|
||||
|
||||
// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
|
||||
void ImGui_ImplSDLGPU3_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
||||
if (bd->FontTexture)
|
||||
{
|
||||
SDL_ReleaseGPUTexture(v->Device, bd->FontTexture);
|
||||
bd->FontBinding.texture = nullptr;
|
||||
bd->FontTexture = nullptr;
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
io.Fonts->SetTexID(0);
|
||||
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||
ImGui_ImplSDLGPU3_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_CreateShaders()
|
||||
@@ -513,7 +558,9 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
||||
|
||||
if (!bd->FontSampler)
|
||||
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
||||
|
||||
if (bd->TexSampler == nullptr)
|
||||
{
|
||||
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
||||
SDL_GPUSamplerCreateInfo sampler_info = {};
|
||||
@@ -530,13 +577,11 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
|
||||
sampler_info.max_anisotropy = 1.0f;
|
||||
sampler_info.enable_compare = false;
|
||||
|
||||
bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
|
||||
bd->FontBinding.sampler = bd->FontSampler;
|
||||
IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
|
||||
bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
|
||||
IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
|
||||
}
|
||||
|
||||
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
|
||||
ImGui_ImplSDLGPU3_CreateFontsTexture();
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLGPU3_DestroyFrameData()
|
||||
@@ -560,14 +605,21 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
||||
|
||||
ImGui_ImplSDLGPU3_DestroyFrameData();
|
||||
ImGui_ImplSDLGPU3_DestroyFontsTexture();
|
||||
|
||||
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;}
|
||||
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;}
|
||||
if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;}
|
||||
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;}
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplSDLGPU3_DestroyTexture(tex);
|
||||
if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
|
||||
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
|
||||
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
|
||||
if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; }
|
||||
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_InitMultiViewportSupport();
|
||||
static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
|
||||
|
||||
bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@@ -579,13 +631,15 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_sdlgpu3";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
IM_ASSERT(info->Device != nullptr);
|
||||
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
|
||||
|
||||
bd->InitInfo = *info;
|
||||
|
||||
ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
||||
ImGui_ImplSDLGPU3_InitMultiViewportSupport();
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -596,10 +650,11 @@ void ImGui_ImplSDLGPU3_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -608,8 +663,79 @@ void ImGui_ImplSDLGPU3_NewFrame()
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplSDLGPU3_CreateFontsTexture();
|
||||
if (!bd->TexSampler)
|
||||
ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
static void ImGui_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
|
||||
SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window);
|
||||
viewport->RendererUserData = (void*)1;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
|
||||
|
||||
ImDrawData* draw_data = viewport->DrawData;
|
||||
|
||||
SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(data->InitInfo.Device);
|
||||
|
||||
SDL_GPUTexture* swapchain_texture;
|
||||
SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
|
||||
|
||||
if (swapchain_texture != nullptr)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); // FIXME-OPT: Not optimal, may this be done earlier?
|
||||
SDL_GPUColorTargetInfo target_info = {};
|
||||
target_info.texture = swapchain_texture;
|
||||
target_info.clear_color = SDL_FColor{ 0.0f,0.0f,0.0f,1.0f };
|
||||
target_info.load_op = SDL_GPU_LOADOP_CLEAR;
|
||||
target_info.store_op = SDL_GPU_STOREOP_STORE;
|
||||
target_info.mip_level = 0;
|
||||
target_info.layer_or_depth_plane = 0;
|
||||
target_info.cycle = false;
|
||||
SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
|
||||
ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
|
||||
SDL_EndGPURenderPass(render_pass);
|
||||
}
|
||||
|
||||
SDL_SubmitGPUCommandBuffer(command_buffer);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
if (viewport->RendererUserData)
|
||||
{
|
||||
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
|
||||
SDL_ReleaseWindowFromGPUDevice(data->InitInfo.Device, window);
|
||||
}
|
||||
viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_InitMultiViewportSupport()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplSDLGPU3_RenderWindow;
|
||||
platform_io.Renderer_CreateWindow = ImGui_ImplSDLGPU3_CreateWindow;
|
||||
platform_io.Renderer_DestroyWindow = ImGui_ImplSDLGPU3_DestroyWindow;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
12
external/imgui/backends/imgui_impl_sdlgpu3.h
vendored
12
external/imgui/backends/imgui_impl_sdlgpu3.h
vendored
@@ -3,9 +3,9 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
@@ -43,9 +43,11 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
104
external/imgui/backends/imgui_impl_sdlrenderer2.cpp
vendored
104
external/imgui/backends/imgui_impl_sdlrenderer2.cpp
vendored
@@ -10,8 +10,9 @@
|
||||
// and it might be difficult to step out of those boundaries.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
@@ -25,6 +26,7 @@
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
|
||||
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
|
||||
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||||
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
|
||||
@@ -44,6 +46,8 @@
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
|
||||
#endif
|
||||
|
||||
// SDL
|
||||
@@ -56,7 +60,7 @@
|
||||
struct ImGui_ImplSDLRenderer2_Data
|
||||
{
|
||||
SDL_Renderer* Renderer; // Main viewport's renderer
|
||||
SDL_Texture* FontTexture;
|
||||
|
||||
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
@@ -80,6 +84,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
bd->Renderer = renderer;
|
||||
|
||||
@@ -96,7 +101,7 @@ void ImGui_ImplSDLRenderer2_Shutdown()
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -112,9 +117,7 @@ void ImGui_ImplSDLRenderer2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||||
IM_UNUSED(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
||||
@@ -135,6 +138,13 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplSDLRenderer2_UpdateTexture(tex);
|
||||
|
||||
// Backup SDL_Renderer state that will be modified to restore it afterwards
|
||||
struct BackupSDLRendererState
|
||||
{
|
||||
@@ -220,55 +230,67 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
}
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
|
||||
void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
|
||||
// Build texture atlas
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
if (bd->FontTexture == nullptr)
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
SDL_Log("error creating texture");
|
||||
return false;
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
|
||||
// Create texture
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
|
||||
IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
|
||||
SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
|
||||
SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear);
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
|
||||
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
io.Fonts->SetTexID(0);
|
||||
SDL_DestroyTexture(bd->FontTexture);
|
||||
bd->FontTexture = nullptr;
|
||||
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
|
||||
for (ImTextureRect& r : tex->Updates)
|
||||
{
|
||||
SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
|
||||
SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
|
||||
}
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantDestroy)
|
||||
{
|
||||
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
|
||||
if (sdl_texture == nullptr)
|
||||
return;
|
||||
SDL_DestroyTexture(sdl_texture);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
|
||||
void ImGui_ImplSDLRenderer2_CreateDeviceObjects()
|
||||
{
|
||||
return ImGui_ImplSDLRenderer2_CreateFontsTexture();
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_DestroyFontsTexture();
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
{
|
||||
tex->SetStatus(ImTextureStatus_WantDestroy);
|
||||
ImGui_ImplSDLRenderer2_UpdateTexture(tex);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@@ -10,8 +10,9 @@
|
||||
// and it might be difficult to step out of those boundaries.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
@@ -37,11 +38,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
|
||||
103
external/imgui/backends/imgui_impl_sdlrenderer3.cpp
vendored
103
external/imgui/backends/imgui_impl_sdlrenderer3.cpp
vendored
@@ -10,8 +10,9 @@
|
||||
// and it might be difficult to step out of those boundaries.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
@@ -25,6 +26,7 @@
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
|
||||
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
|
||||
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||||
// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
|
||||
@@ -41,6 +43,8 @@
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
|
||||
#endif
|
||||
|
||||
// SDL
|
||||
@@ -53,7 +57,6 @@
|
||||
struct ImGui_ImplSDLRenderer3_Data
|
||||
{
|
||||
SDL_Renderer* Renderer; // Main viewport's renderer
|
||||
SDL_Texture* FontTexture;
|
||||
ImVector<SDL_FColor> ColorBuffer;
|
||||
|
||||
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
@@ -79,6 +82,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer3";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
bd->Renderer = renderer;
|
||||
|
||||
@@ -95,7 +99,7 @@ void ImGui_ImplSDLRenderer3_Shutdown()
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -111,9 +115,7 @@ void ImGui_ImplSDLRenderer3_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
||||
IM_UNUSED(bd);
|
||||
}
|
||||
|
||||
// https://github.com/libsdl-org/SDL/issues/9009
|
||||
@@ -154,6 +156,13 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplSDLRenderer3_UpdateTexture(tex);
|
||||
|
||||
// Backup SDL_Renderer state that will be modified to restore it afterwards
|
||||
struct BackupSDLRendererState
|
||||
{
|
||||
@@ -237,55 +246,67 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
}
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
|
||||
void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
|
||||
// Build texture atlas
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
if (bd->FontTexture == nullptr)
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
SDL_Log("error creating texture");
|
||||
return false;
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
|
||||
// Create texture
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
|
||||
IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
|
||||
SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
|
||||
SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_LINEAR);
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
|
||||
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
io.Fonts->SetTexID(0);
|
||||
SDL_DestroyTexture(bd->FontTexture);
|
||||
bd->FontTexture = nullptr;
|
||||
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
|
||||
for (ImTextureRect& r : tex->Updates)
|
||||
{
|
||||
SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
|
||||
SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
|
||||
}
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantDestroy)
|
||||
{
|
||||
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
|
||||
if (sdl_texture == nullptr)
|
||||
return;
|
||||
SDL_DestroyTexture(sdl_texture);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
|
||||
void ImGui_ImplSDLRenderer3_CreateDeviceObjects()
|
||||
{
|
||||
return ImGui_ImplSDLRenderer3_CreateFontsTexture();
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_DestroyFontsTexture();
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
{
|
||||
tex->SetStatus(ImTextureStatus_WantDestroy);
|
||||
ImGui_ImplSDLRenderer3_UpdateTexture(tex);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@@ -10,8 +10,9 @@
|
||||
// and it might be difficult to step out of those boundaries.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
@@ -37,11 +38,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
|
||||
561
external/imgui/backends/imgui_impl_vulkan.cpp
vendored
561
external/imgui/backends/imgui_impl_vulkan.cpp
vendored
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
|
||||
|
||||
@@ -28,6 +29,9 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-11: Vulkan: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_DestroyFontsTexture().
|
||||
// 2025-05-07: Vulkan: Fixed validation errors during window detach in multi-viewport mode. (#8600, #8176)
|
||||
// 2025-05-07: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + try both non-KHR and KHR versions. (#8600, #8326, #8365)
|
||||
// 2025-04-07: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's pColorAttachmentFormats buffer when set, in order to reduce common user-error of specifying a pointer to data that gets out of scope. (#8282)
|
||||
// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions().
|
||||
// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326)
|
||||
@@ -181,6 +185,7 @@ static bool g_FunctionsLoaded = true;
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetDeviceQueue) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceProperties) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \
|
||||
@@ -271,7 +276,6 @@ struct ImGui_ImplVulkan_Data
|
||||
VkDescriptorPool DescriptorPool;
|
||||
|
||||
// Texture management
|
||||
ImGui_ImplVulkan_Texture FontTexture;
|
||||
VkSampler TexSampler;
|
||||
VkCommandPool TexCommandPool;
|
||||
VkCommandBuffer TexCommandBuffer;
|
||||
@@ -526,6 +530,13 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplVulkan_UpdateTexture(tex);
|
||||
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
if (pipeline == VK_NULL_HANDLE)
|
||||
@@ -664,220 +675,222 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_CreateFontsTexture()
|
||||
static void ImGui_ImplVulkan_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
IM_ASSERT(backend_tex->DescriptorSet == (VkDescriptorSet)tex->TexID);
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet);
|
||||
vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator);
|
||||
vkDestroyImage(v->Device, backend_tex->Image, v->Allocator);
|
||||
vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator);
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
if (tex->Status == ImTextureStatus_OK)
|
||||
return;
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err;
|
||||
|
||||
// Destroy existing texture (if any)
|
||||
if (bd->FontTexture.DescriptorSet)
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
vkQueueWaitIdle(v->Queue);
|
||||
ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
ImGui_ImplVulkan_Texture* backend_tex = IM_NEW(ImGui_ImplVulkan_Texture)();
|
||||
|
||||
// Create the Image:
|
||||
{
|
||||
VkImageCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
|
||||
info.imageType = VK_IMAGE_TYPE_2D;
|
||||
info.format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
info.extent.width = tex->Width;
|
||||
info.extent.height = tex->Height;
|
||||
info.extent.depth = 1;
|
||||
info.mipLevels = 1;
|
||||
info.arrayLayers = 1;
|
||||
info.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
info.tiling = VK_IMAGE_TILING_OPTIMAL;
|
||||
info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
|
||||
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
err = vkCreateImage(v->Device, &info, v->Allocator, &backend_tex->Image);
|
||||
check_vk_result(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetImageMemoryRequirements(v->Device, backend_tex->Image, &req);
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &backend_tex->Memory);
|
||||
check_vk_result(err);
|
||||
err = vkBindImageMemory(v->Device, backend_tex->Image, backend_tex->Memory, 0);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Create the Image View:
|
||||
{
|
||||
VkImageViewCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
|
||||
info.image = backend_tex->Image;
|
||||
info.viewType = VK_IMAGE_VIEW_TYPE_2D;
|
||||
info.format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
info.subresourceRange.levelCount = 1;
|
||||
info.subresourceRange.layerCount = 1;
|
||||
err = vkCreateImageView(v->Device, &info, v->Allocator, &backend_tex->ImageView);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Create the Descriptor Set
|
||||
backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSampler, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)backend_tex->DescriptorSet);
|
||||
tex->BackendUserData = backend_tex;
|
||||
}
|
||||
|
||||
// Create command pool/buffer
|
||||
if (bd->TexCommandPool == VK_NULL_HANDLE)
|
||||
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
VkCommandPoolCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||
info.flags = 0;
|
||||
info.queueFamilyIndex = v->QueueFamily;
|
||||
vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->TexCommandPool);
|
||||
}
|
||||
if (bd->TexCommandBuffer == VK_NULL_HANDLE)
|
||||
{
|
||||
VkCommandBufferAllocateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
|
||||
info.commandPool = bd->TexCommandPool;
|
||||
info.commandBufferCount = 1;
|
||||
err = vkAllocateCommandBuffers(v->Device, &info, &bd->TexCommandBuffer);
|
||||
ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData;
|
||||
|
||||
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
|
||||
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
|
||||
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
|
||||
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
|
||||
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
|
||||
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
|
||||
|
||||
// Create the Upload Buffer:
|
||||
VkDeviceMemory upload_buffer_memory;
|
||||
|
||||
VkBuffer upload_buffer;
|
||||
VkDeviceSize upload_pitch = upload_w * tex->BytesPerPixel;
|
||||
VkDeviceSize upload_size = upload_h * upload_pitch;
|
||||
{
|
||||
VkBufferCreateInfo buffer_info = {};
|
||||
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||||
buffer_info.size = upload_size;
|
||||
buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer);
|
||||
check_vk_result(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req);
|
||||
bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory);
|
||||
check_vk_result(err);
|
||||
err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Upload to Buffer:
|
||||
{
|
||||
char* map = nullptr;
|
||||
err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map));
|
||||
check_vk_result(err);
|
||||
for (int y = 0; y < upload_h; y++)
|
||||
memcpy(map + upload_pitch * y, tex->GetPixelsAt(upload_x, upload_y + y), (size_t)upload_pitch);
|
||||
VkMappedMemoryRange range[1] = {};
|
||||
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[0].memory = upload_buffer_memory;
|
||||
range[0].size = upload_size;
|
||||
err = vkFlushMappedMemoryRanges(v->Device, 1, range);
|
||||
check_vk_result(err);
|
||||
vkUnmapMemory(v->Device, upload_buffer_memory);
|
||||
}
|
||||
|
||||
// Start command buffer
|
||||
{
|
||||
err = vkResetCommandPool(v->Device, bd->TexCommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(bd->TexCommandBuffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Copy to Image:
|
||||
{
|
||||
VkImageMemoryBarrier copy_barrier[1] = {};
|
||||
copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
copy_barrier[0].image = backend_tex->Image;
|
||||
copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
copy_barrier[0].subresourceRange.levelCount = 1;
|
||||
copy_barrier[0].subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
|
||||
|
||||
VkBufferImageCopy region = {};
|
||||
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
region.imageSubresource.layerCount = 1;
|
||||
region.imageExtent.width = upload_w;
|
||||
region.imageExtent.height = upload_h;
|
||||
region.imageExtent.depth = 1;
|
||||
region.imageOffset.x = upload_x;
|
||||
region.imageOffset.y = upload_y;
|
||||
vkCmdCopyBufferToImage(bd->TexCommandBuffer, upload_buffer, backend_tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
|
||||
VkImageMemoryBarrier use_barrier[1] = {};
|
||||
use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||||
use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
use_barrier[0].image = backend_tex->Image;
|
||||
use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
use_barrier[0].subresourceRange.levelCount = 1;
|
||||
use_barrier[0].subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
|
||||
}
|
||||
|
||||
// End command buffer
|
||||
{
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &bd->TexCommandBuffer;
|
||||
err = vkEndCommandBuffer(bd->TexCommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
err = vkQueueWaitIdle(v->Queue); // FIXME-OPT: Suboptimal!
|
||||
check_vk_result(err);
|
||||
vkDestroyBuffer(v->Device, upload_buffer, v->Allocator);
|
||||
vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator);
|
||||
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
|
||||
// Start command buffer
|
||||
{
|
||||
err = vkResetCommandPool(v->Device, bd->TexCommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(bd->TexCommandBuffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
size_t upload_size = width * height * 4 * sizeof(char);
|
||||
|
||||
// Create the Image:
|
||||
ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture;
|
||||
{
|
||||
VkImageCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
|
||||
info.imageType = VK_IMAGE_TYPE_2D;
|
||||
info.format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
info.extent.width = width;
|
||||
info.extent.height = height;
|
||||
info.extent.depth = 1;
|
||||
info.mipLevels = 1;
|
||||
info.arrayLayers = 1;
|
||||
info.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
info.tiling = VK_IMAGE_TILING_OPTIMAL;
|
||||
info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
|
||||
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
err = vkCreateImage(v->Device, &info, v->Allocator, &backend_tex->Image);
|
||||
check_vk_result(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetImageMemoryRequirements(v->Device, backend_tex->Image, &req);
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &backend_tex->Memory);
|
||||
check_vk_result(err);
|
||||
err = vkBindImageMemory(v->Device, backend_tex->Image, backend_tex->Memory, 0);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Create the Image View:
|
||||
{
|
||||
VkImageViewCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
|
||||
info.image = backend_tex->Image;
|
||||
info.viewType = VK_IMAGE_VIEW_TYPE_2D;
|
||||
info.format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
info.subresourceRange.levelCount = 1;
|
||||
info.subresourceRange.layerCount = 1;
|
||||
err = vkCreateImageView(v->Device, &info, v->Allocator, &backend_tex->ImageView);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Create the Descriptor Set:
|
||||
backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSampler, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
// Create the Upload Buffer:
|
||||
VkDeviceMemory upload_buffer_memory;
|
||||
VkBuffer upload_buffer;
|
||||
{
|
||||
VkBufferCreateInfo buffer_info = {};
|
||||
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||||
buffer_info.size = upload_size;
|
||||
buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer);
|
||||
check_vk_result(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req);
|
||||
bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory);
|
||||
check_vk_result(err);
|
||||
err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Upload to Buffer:
|
||||
{
|
||||
char* map = nullptr;
|
||||
err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map));
|
||||
check_vk_result(err);
|
||||
memcpy(map, pixels, upload_size);
|
||||
VkMappedMemoryRange range[1] = {};
|
||||
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[0].memory = upload_buffer_memory;
|
||||
range[0].size = upload_size;
|
||||
err = vkFlushMappedMemoryRanges(v->Device, 1, range);
|
||||
check_vk_result(err);
|
||||
vkUnmapMemory(v->Device, upload_buffer_memory);
|
||||
}
|
||||
|
||||
// Copy to Image:
|
||||
{
|
||||
VkImageMemoryBarrier copy_barrier[1] = {};
|
||||
copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
copy_barrier[0].image = backend_tex->Image;
|
||||
copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
copy_barrier[0].subresourceRange.levelCount = 1;
|
||||
copy_barrier[0].subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
|
||||
|
||||
VkBufferImageCopy region = {};
|
||||
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
region.imageSubresource.layerCount = 1;
|
||||
region.imageExtent.width = width;
|
||||
region.imageExtent.height = height;
|
||||
region.imageExtent.depth = 1;
|
||||
vkCmdCopyBufferToImage(bd->TexCommandBuffer, upload_buffer, backend_tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
|
||||
VkImageMemoryBarrier use_barrier[1] = {};
|
||||
use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||||
use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
use_barrier[0].image = backend_tex->Image;
|
||||
use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
use_barrier[0].subresourceRange.levelCount = 1;
|
||||
use_barrier[0].subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)backend_tex->DescriptorSet);
|
||||
|
||||
// End command buffer
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &bd->TexCommandBuffer;
|
||||
err = vkEndCommandBuffer(bd->TexCommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkQueueWaitIdle(v->Queue);
|
||||
check_vk_result(err);
|
||||
|
||||
vkDestroyBuffer(v->Device, upload_buffer, v->Allocator);
|
||||
vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown().
|
||||
void ImGui_ImplVulkan_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
|
||||
ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture;
|
||||
|
||||
if (backend_tex->DescriptorSet)
|
||||
{
|
||||
ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet);
|
||||
backend_tex->DescriptorSet = VK_NULL_HANDLE;
|
||||
io.Fonts->SetTexID(0);
|
||||
}
|
||||
if (backend_tex->ImageView) { vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator); backend_tex->ImageView = VK_NULL_HANDLE; }
|
||||
if (backend_tex->Image) { vkDestroyImage(v->Device, backend_tex->Image, v->Allocator); backend_tex->Image = VK_NULL_HANDLE; }
|
||||
if (backend_tex->Memory) { vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator); backend_tex->Memory = VK_NULL_HANDLE; }
|
||||
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->VulkanInitInfo.ImageCount)
|
||||
ImGui_ImplVulkan_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
@@ -1059,7 +1072,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
|
||||
if (v->DescriptorPoolSize != 0)
|
||||
{
|
||||
IM_ASSERT(v->DescriptorPoolSize > IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE);
|
||||
IM_ASSERT(v->DescriptorPoolSize >= IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE);
|
||||
VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize };
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
@@ -1092,6 +1105,26 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
|
||||
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass);
|
||||
|
||||
// Create command pool/buffer for texture upload
|
||||
if (!bd->TexCommandPool)
|
||||
{
|
||||
VkCommandPoolCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||
info.flags = 0;
|
||||
info.queueFamilyIndex = v->QueueFamily;
|
||||
err = vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->TexCommandPool);
|
||||
check_vk_result(err);
|
||||
}
|
||||
if (!bd->TexCommandBuffer)
|
||||
{
|
||||
VkCommandBufferAllocateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
|
||||
info.commandPool = bd->TexCommandPool;
|
||||
info.commandBufferCount = 1;
|
||||
err = vkAllocateCommandBuffers(v->Device, &info, &bd->TexCommandBuffer);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1100,7 +1133,11 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplVulkan_DestroyTexture(tex);
|
||||
|
||||
if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; }
|
||||
if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; }
|
||||
@@ -1117,9 +1154,19 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
static void ImGui_ImplVulkan_LoadDynamicRenderingFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
|
||||
{
|
||||
// Manually load those two (see #5446, #8326, #8365)
|
||||
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(loader_func(api_version < VK_API_VERSION_1_3 ? "vkCmdBeginRenderingKHR" : "vkCmdBeginRendering", user_data));
|
||||
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(loader_func(api_version < VK_API_VERSION_1_3 ? "vkCmdEndRenderingKHR" : "vkCmdEndRendering", user_data));
|
||||
IM_UNUSED(api_version);
|
||||
|
||||
// Manually load those two (see #5446, #8326, #8365, #8600)
|
||||
// - Try loading core (non-KHR) versions first (this will work for Vulkan 1.3+ and the device supports dynamic rendering)
|
||||
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(loader_func("vkCmdBeginRendering", user_data));
|
||||
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(loader_func("vkCmdEndRendering", user_data));
|
||||
|
||||
// - Fallback to KHR versions if core not available (this will work if KHR extension is available and enabled and also the device supports dynamic rendering)
|
||||
if (ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR == nullptr || ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR == nullptr)
|
||||
{
|
||||
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(loader_func("vkCmdBeginRenderingKHR", user_data));
|
||||
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(loader_func("vkCmdEndRenderingKHR", user_data));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1174,7 +1221,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
||||
{
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
#ifndef IMGUI_IMPL_VULKAN_USE_LOADER
|
||||
ImGui_ImplVulkan_LoadDynamicRenderingFunctions(info->ApiVersion, [](const char* function_name, void* user_data) { return vkGetInstanceProcAddr((VkInstance)user_data, function_name); }, (void*)info->Instance);
|
||||
ImGui_ImplVulkan_LoadDynamicRenderingFunctions(info->ApiVersion, [](const char* function_name, void* user_data) { return vkGetDeviceProcAddr((VkDevice)user_data, function_name); }, (void*)info->Device);
|
||||
#endif
|
||||
IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr);
|
||||
IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr);
|
||||
@@ -1192,6 +1239,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_vulkan";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
|
||||
@@ -1219,7 +1267,8 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
||||
}
|
||||
#endif
|
||||
|
||||
ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
if (!ImGui_ImplVulkan_CreateDeviceObjects())
|
||||
IM_ASSERT(0 && "ImGui_ImplVulkan_CreateDeviceObjects() failed!"); // <- Can't be hit yet.
|
||||
|
||||
// Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window)
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
@@ -1239,7 +1288,7 @@ void ImGui_ImplVulkan_Shutdown()
|
||||
// First destroy objects in all viewports
|
||||
ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
IM_FREE((void*)bd->VulkanInitInfo.PipelineRenderingCreateInfo.pColorAttachmentFormats);
|
||||
IM_FREE((void*)const_cast<VkFormat*>(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pColorAttachmentFormats));
|
||||
#endif
|
||||
|
||||
// Manually delete main viewport render data in-case we haven't initialized for viewports
|
||||
@@ -1253,7 +1302,7 @@ void ImGui_ImplVulkan_Shutdown()
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -1261,9 +1310,7 @@ void ImGui_ImplVulkan_NewFrame()
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
|
||||
|
||||
if (!bd->FontTexture.DescriptorSet)
|
||||
ImGui_ImplVulkan_CreateFontsTexture();
|
||||
IM_UNUSED(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
|
||||
@@ -1708,6 +1755,82 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
|
||||
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
|
||||
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass);
|
||||
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
|
||||
|
||||
// FIXME: to submit the command buffer, we need a queue. In the examples folder, the ImGui_ImplVulkanH_CreateOrResizeWindow function is called
|
||||
// before the ImGui_ImplVulkan_Init function, so we don't have access to the queue yet. Here we have the queue_family that we can use to grab
|
||||
// a queue from the device and submit the command buffer. It would be better to have access to the queue as suggested in the FIXME below.
|
||||
VkCommandPool command_pool;
|
||||
VkCommandPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||
pool_info.queueFamilyIndex = queue_family;
|
||||
pool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
|
||||
VkResult err = vkCreateCommandPool(device, &pool_info, allocator, &command_pool);
|
||||
check_vk_result(err);
|
||||
|
||||
VkFenceCreateInfo fence_info = {};
|
||||
fence_info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
|
||||
VkFence fence;
|
||||
err = vkCreateFence(device, &fence_info, allocator, &fence);
|
||||
check_vk_result(err);
|
||||
|
||||
VkCommandBufferAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
|
||||
alloc_info.commandPool = command_pool;
|
||||
alloc_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
|
||||
alloc_info.commandBufferCount = 1;
|
||||
VkCommandBuffer command_buffer;
|
||||
err = vkAllocateCommandBuffers(device, &alloc_info, &command_buffer);
|
||||
check_vk_result(err);
|
||||
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(command_buffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
|
||||
// Transition the images to the correct layout for rendering
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
VkImageMemoryBarrier barrier = {};
|
||||
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
barrier.image = wd->Frames[i].Backbuffer;
|
||||
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
barrier.subresourceRange.levelCount = 1;
|
||||
barrier.subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
|
||||
}
|
||||
|
||||
err = vkEndCommandBuffer(command_buffer);
|
||||
check_vk_result(err);
|
||||
VkSubmitInfo submit_info = {};
|
||||
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
submit_info.commandBufferCount = 1;
|
||||
submit_info.pCommandBuffers = &command_buffer;
|
||||
|
||||
VkQueue queue;
|
||||
vkGetDeviceQueue(device, queue_family, 0, &queue);
|
||||
err = vkQueueSubmit(queue, 1, &submit_info, fence);
|
||||
check_vk_result(err);
|
||||
err = vkWaitForFences(device, 1, &fence, VK_TRUE, UINT64_MAX);
|
||||
check_vk_result(err);
|
||||
err = vkResetFences(device, 1, &fence);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkResetCommandPool(device, command_pool, 0);
|
||||
check_vk_result(err);
|
||||
|
||||
// Destroy command buffer and fence and command pool
|
||||
vkFreeCommandBuffers(device, command_pool, 1, &command_buffer);
|
||||
vkDestroyCommandPool(device, command_pool, allocator);
|
||||
vkDestroyFence(device, fence, allocator);
|
||||
command_pool = VK_NULL_HANDLE;
|
||||
command_buffer = VK_NULL_HANDLE;
|
||||
fence = VK_NULL_HANDLE;
|
||||
queue = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
|
||||
@@ -1897,13 +2020,13 @@ static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
VkImageMemoryBarrier barrier = {};
|
||||
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
|
||||
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
barrier.oldLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
barrier.image = fd->Backbuffer;
|
||||
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
barrier.subresourceRange.levelCount = 1;
|
||||
barrier.subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
|
||||
vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_NONE, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
|
||||
|
||||
VkRenderingAttachmentInfo attachmentInfo = {};
|
||||
attachmentInfo.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR;
|
||||
@@ -2024,7 +2147,7 @@ static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
void ImGui_ImplVulkan_InitMultiViewportSupport()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
if (ImGui::GetIO().BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
|
||||
IM_ASSERT(platform_io.Platform_CreateVkSurface != nullptr && "Platform needs to setup the CreateVkSurface handler.");
|
||||
platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow;
|
||||
platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow;
|
||||
|
||||
13
external/imgui/backends/imgui_impl_vulkan.h
vendored
13
external/imgui/backends/imgui_impl_vulkan.h
vendored
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
|
||||
|
||||
@@ -62,9 +63,8 @@
|
||||
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
#endif
|
||||
|
||||
// Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
|
||||
// It is expected that as early as Q1 2025 the backend will use a few more descriptors. Use this value + number of desired calls to ImGui_ImplVulkan_AddTexture().
|
||||
#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (1) // Minimum per atlas
|
||||
// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
|
||||
#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas
|
||||
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// [Please zero-clear before use!]
|
||||
@@ -113,10 +113,11 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo*
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// Register a texture (VkDescriptorSet == ImTextureID)
|
||||
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
|
||||
// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
|
||||
|
||||
166
external/imgui/backends/imgui_impl_wgpu.cpp
vendored
166
external/imgui/backends/imgui_impl_wgpu.cpp
vendored
@@ -3,11 +3,12 @@
|
||||
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
|
||||
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -19,6 +20,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465)
|
||||
// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
|
||||
// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
|
||||
// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||||
@@ -73,11 +75,15 @@ extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
|
||||
#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
|
||||
|
||||
// WebGPU data
|
||||
struct ImGui_ImplWGPU_Texture
|
||||
{
|
||||
WGPUTexture Texture = nullptr;
|
||||
WGPUTextureView TextureView = nullptr;
|
||||
};
|
||||
|
||||
struct RenderResources
|
||||
{
|
||||
WGPUTexture FontTexture = nullptr; // Font texture
|
||||
WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
|
||||
WGPUSampler Sampler = nullptr; // Sampler for the font texture
|
||||
WGPUSampler Sampler = nullptr; // Sampler for textures
|
||||
WGPUBuffer Uniforms = nullptr; // Shader uniforms
|
||||
WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
|
||||
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
|
||||
@@ -234,23 +240,8 @@ static void SafeRelease(WGPUShaderModule& res)
|
||||
wgpuShaderModuleRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUTextureView& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuTextureViewRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUTexture& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuTextureRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
|
||||
static void SafeRelease(RenderResources& res)
|
||||
{
|
||||
SafeRelease(res.FontTexture);
|
||||
SafeRelease(res.FontTextureView);
|
||||
SafeRelease(res.Sampler);
|
||||
SafeRelease(res.Uniforms);
|
||||
SafeRelease(res.CommonBindGroup);
|
||||
@@ -381,6 +372,13 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
|
||||
return;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplWGPU_UpdateTexture(tex);
|
||||
|
||||
// FIXME: Assuming that this only gets called once per frame!
|
||||
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
@@ -536,33 +534,52 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
platform_io.Renderer_RenderState = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height, size_pp;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
|
||||
ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
|
||||
// Upload texture to graphics system
|
||||
IM_ASSERT(backend_tex->TextureView == (WGPUTextureView)(intptr_t)tex->TexID);
|
||||
wgpuTextureViewRelease(backend_tex->TextureView);
|
||||
wgpuTextureRelease(backend_tex->Texture);
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
ImGui_ImplWGPU_Texture* backend_tex = IM_NEW(ImGui_ImplWGPU_Texture)();
|
||||
|
||||
// Create texture
|
||||
WGPUTextureDescriptor tex_desc = {};
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
|
||||
tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN };
|
||||
#else
|
||||
tex_desc.label = "Dear ImGui Font Texture";
|
||||
tex_desc.label = "Dear ImGui Texture";
|
||||
#endif
|
||||
tex_desc.dimension = WGPUTextureDimension_2D;
|
||||
tex_desc.size.width = width;
|
||||
tex_desc.size.height = height;
|
||||
tex_desc.size.width = tex->Width;
|
||||
tex_desc.size.height = tex->Height;
|
||||
tex_desc.size.depthOrArrayLayers = 1;
|
||||
tex_desc.sampleCount = 1;
|
||||
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
tex_desc.mipLevelCount = 1;
|
||||
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
|
||||
bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
|
||||
backend_tex->Texture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
|
||||
|
||||
// Create texture view
|
||||
WGPUTextureViewDescriptor tex_view_desc = {};
|
||||
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
tex_view_desc.dimension = WGPUTextureViewDimension_2D;
|
||||
@@ -571,19 +588,35 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
tex_view_desc.baseArrayLayer = 0;
|
||||
tex_view_desc.arrayLayerCount = 1;
|
||||
tex_view_desc.aspect = WGPUTextureAspect_All;
|
||||
bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
|
||||
backend_tex->TextureView = wgpuTextureCreateView(backend_tex->Texture, &tex_view_desc);
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->TextureView);
|
||||
tex->BackendUserData = backend_tex;
|
||||
// We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
|
||||
}
|
||||
|
||||
// Upload texture data
|
||||
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
|
||||
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
|
||||
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
|
||||
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
|
||||
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
|
||||
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
|
||||
|
||||
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
WGPUTexelCopyTextureInfo dst_view = {};
|
||||
#else
|
||||
WGPUImageCopyTexture dst_view = {};
|
||||
#endif
|
||||
dst_view.texture = bd->renderResources.FontTexture;
|
||||
dst_view.texture = backend_tex->Texture;
|
||||
dst_view.mipLevel = 0;
|
||||
dst_view.origin = { 0, 0, 0 };
|
||||
dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 };
|
||||
dst_view.aspect = WGPUTextureAspect_All;
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
WGPUTexelCopyBufferLayout layout = {};
|
||||
@@ -591,29 +624,14 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
WGPUTextureDataLayout layout = {};
|
||||
#endif
|
||||
layout.offset = 0;
|
||||
layout.bytesPerRow = width * size_pp;
|
||||
layout.rowsPerImage = height;
|
||||
WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
|
||||
wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
|
||||
layout.bytesPerRow = tex->Width * tex->BytesPerPixel;
|
||||
layout.rowsPerImage = upload_h;
|
||||
WGPUExtent3D write_size = { (uint32_t)upload_w, (uint32_t)upload_h, 1 };
|
||||
wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, tex->GetPixelsAt(upload_x, upload_y), (uint32_t)(tex->Width * upload_h * tex->BytesPerPixel), &layout, &write_size);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
|
||||
// Create the associated sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
WGPUSamplerDescriptor sampler_desc = {};
|
||||
sampler_desc.minFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.magFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
|
||||
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.maxAnisotropy = 1;
|
||||
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
|
||||
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||
ImGui_ImplWGPU_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_CreateUniformBuffer()
|
||||
@@ -757,16 +775,26 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
|
||||
bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
|
||||
|
||||
ImGui_ImplWGPU_CreateFontsTexture();
|
||||
ImGui_ImplWGPU_CreateUniformBuffer();
|
||||
|
||||
// Create sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
WGPUSamplerDescriptor sampler_desc = {};
|
||||
sampler_desc.minFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.magFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
|
||||
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.maxAnisotropy = 1;
|
||||
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
||||
|
||||
// Create resource bind group
|
||||
WGPUBindGroupEntry common_bg_entries[] =
|
||||
{
|
||||
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
|
||||
{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
|
||||
};
|
||||
|
||||
WGPUBindGroupDescriptor common_bg_descriptor = {};
|
||||
common_bg_descriptor.layout = bg_layouts[0];
|
||||
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
|
||||
@@ -791,8 +819,10 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
||||
SafeRelease(bd->pipelineState);
|
||||
SafeRelease(bd->renderResources);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplWGPU_DestroyTexture(tex);
|
||||
|
||||
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
|
||||
SafeRelease(bd->pFrameResources[i]);
|
||||
@@ -817,6 +847,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
io.BackendRendererName = "imgui_impl_webgpu";
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
bd->initInfo = *init_info;
|
||||
bd->wgpuDevice = init_info->Device;
|
||||
@@ -826,8 +857,6 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
|
||||
bd->renderResources.FontTexture = nullptr;
|
||||
bd->renderResources.FontTextureView = nullptr;
|
||||
bd->renderResources.Sampler = nullptr;
|
||||
bd->renderResources.Uniforms = nullptr;
|
||||
bd->renderResources.CommonBindGroup = nullptr;
|
||||
@@ -866,7 +895,7 @@ void ImGui_ImplWGPU_Shutdown()
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -874,7 +903,8 @@ void ImGui_ImplWGPU_NewFrame()
|
||||
{
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
if (!bd->pipelineState)
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
if (!ImGui_ImplWGPU_CreateDeviceObjects())
|
||||
IM_ASSERT(0 && "ImGui_ImplWGPU_CreateDeviceObjects() failed!");
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
10
external/imgui/backends/imgui_impl_wgpu.h
vendored
10
external/imgui/backends/imgui_impl_wgpu.h
vendored
@@ -10,11 +10,12 @@
|
||||
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
|
||||
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -57,6 +58,9 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
|
||||
// (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.
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call.
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
|
||||
19
external/imgui/backends/imgui_impl_win32.cpp
vendored
19
external/imgui/backends/imgui_impl_win32.cpp
vendored
@@ -23,6 +23,8 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-02: [Docking] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code.
|
||||
// 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594)
|
||||
// 2025-03-26: [Docking] Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration = false) while user code was discarding the 'bool* p_open = false' output from Begin(). Because we allowed the Win32 window to close early, Windows destroyed it and our imgui window became not visible even though user code was still submitting it.
|
||||
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
|
||||
// 2025-02-21: [Docking] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415)
|
||||
@@ -666,6 +668,7 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
|
||||
case 51: return ImGuiKey_Comma;
|
||||
case 52: return ImGuiKey_Period;
|
||||
case 53: return ImGuiKey_Slash;
|
||||
default: break;
|
||||
}
|
||||
|
||||
return ImGuiKey_None;
|
||||
@@ -704,6 +707,10 @@ static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
|
||||
|
||||
#ifndef WM_DPICHANGED
|
||||
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
|
||||
#endif
|
||||
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
|
||||
@@ -781,7 +788,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
||||
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
|
||||
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
|
||||
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
|
||||
HWND hwnd_with_capture = ::GetCapture();
|
||||
if (bd->MouseButtonsDown != 0 && hwnd_with_capture != hwnd) // Did we externally lost capture?
|
||||
bd->MouseButtonsDown = 0;
|
||||
if (bd->MouseButtonsDown == 0 && hwnd_with_capture == nullptr)
|
||||
::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds.
|
||||
bd->MouseButtonsDown |= 1 << button;
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
@@ -895,6 +905,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
||||
if (wParam == SPI_SETWORKAREA)
|
||||
bd->WantUpdateMonitors = true;
|
||||
return 0;
|
||||
case WM_DPICHANGED:
|
||||
{
|
||||
const RECT* suggested_rect = (RECT*)lParam;
|
||||
if (io.ConfigDpiScaleViewports)
|
||||
::SetWindowPos(hwnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user