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Docs, Backends: OpenGL3, Vulkan: added comments about custom sampler. (#9378)
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@@ -25,6 +25,7 @@
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// (minor and older changes stripped away, please see git history for details)
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// 2026-06-23: OpenGL: GLSL version detection assume GLSL 410 when GL context is 4.1. Fixes an issue running on macOS with Wine. (#9427, #6577)
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// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
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// (Breaking): this change prioritize using glBindSampler() when available, which would override glTexParameter() settings you may have set on custom textures.
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// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
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// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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@@ -549,7 +550,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
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// Emulate sampler change (even though it is technically part of texture data)
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// As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly.
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// As a sort of hack/workaround, we only start writing using glTexParameter() if sampler is ever changed explicitly.
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if (!bd->HasBindSampler && bd->UseTexParameterToSetSampler)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler);
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@@ -537,8 +537,17 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
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// Draw callbacks
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static void ImGui_ImplVulkan_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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static void ImGui_ImplVulkan_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerLinearDS, 0, nullptr); }
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static void ImGui_ImplVulkan_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerNearestDS, 0, nullptr); }
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static void ImGui_ImplVulkan_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->RenderState->PipelineLayout, 1, 1, &bd->SamplerLinearDS, 0, nullptr); }
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static void ImGui_ImplVulkan_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->RenderState->PipelineLayout, 1, 1, &bd->SamplerNearestDS, 0, nullptr); }
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// If you want to use your own sampler, you can create your own callback, access ImGui_ImplVulkan_RenderState for command-buffer and pipeline layout, e.g.
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/*
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void ImGui_ImplVulkan_DrawCallback_SetSamplerCustom(const ImDrawList*, const ImDrawCmd* cmd)
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{
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ImGui_ImplVulkan_RenderState* render_state = (ImGui_ImplVulkan_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;
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vkCmdBindDescriptorSets(render_state->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, render_state->PipelineLayout, 1, 1, (VkDescriptorSet*)cmd->UserCallbackData, 0, nullptr);
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}
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*/
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// Render function
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void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
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@@ -167,6 +167,7 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_vers
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
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// ImGui_ImplVulkan_RenderState* render_state = (ImGui_ImplVulkan_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplVulkan_RenderState
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{
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@@ -142,6 +142,8 @@ Breaking Changes:
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- DirectX10, DirectX11, SDLGPU3, Vulkan: removed samplers from `ImGui_ImplXXXX_RenderState`.
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Prefer to use backend-agnostic DrawCallback_SetSamplerLinear which works everywhere! (#9378)
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If there is a legit need/request for them or any render state we can always add them back.
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- OpenGL3: the new sampler support system prioritize using glBindSampler() when available,
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which would override glTexParameter() settings you may have set on custom textures. (#9378)
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Other Changes:
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