Fonts: Fixed/improved support for legacy backend. SetTexID() writes into our ImTextureData to keep the indirection, clear TexIsBuilt.

The idea is that a legacy backend can somehow add a if (!atlas->IsBuilt()) ImGui_ImplXXXXX_CreateFontsTexture() call _after_ Render() and some features are supported.
This commit is contained in:
ocornut
2025-01-16 11:35:55 +01:00
parent ba62becb7d
commit 2bf6552f2f
3 changed files with 40 additions and 31 deletions

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@@ -5178,13 +5178,16 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos)
io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
} }
// FIXME-NEWATLAS-V2: If we aim to support multiple atlases used by same context: how to reach/target all atlases?
static void ImGui::UpdateTexturesNewFrame() static void ImGui::UpdateTexturesNewFrame()
{ {
// FIXME-NEWATLAS-V2: If we aim to support multiple atlases used by same context: how to reach/target all atlases?
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImFontAtlas* atlas = g.IO.Fonts; ImFontAtlas* atlas = g.IO.Fonts;
if (g.FontAtlasOwnedByContext) if (g.FontAtlasOwnedByContext)
{
atlas->RendererHasTextures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0;
ImFontAtlasUpdateNewFrame(atlas); ImFontAtlasUpdateNewFrame(atlas);
}
} }
// Build a single texture list // Build a single texture list
@@ -5240,13 +5243,6 @@ void ImGui::NewFrame()
CallContextHooks(&g, ImGuiContextHookType_NewFramePre); CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
// Check that font atlas was built or backend support texture reload in which case we can build now
ImFontAtlas* atlas = g.IO.Fonts;
if (!atlas->TexIsBuilt && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures))
ImFontAtlasBuildMain(atlas);
else // Legacy backend
IM_ASSERT(atlas->TexIsBuilt && "Backend does not support ImGuiBackendFlags_RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8().");
// Check and assert for various common IO and Configuration mistakes // Check and assert for various common IO and Configuration mistakes
ErrorCheckNewFrameSanityChecks(); ErrorCheckNewFrameSanityChecks();
@@ -8573,11 +8569,7 @@ void ImGui::UpdateFontsNewFrame()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
{
g.IO.Fonts->Locked = true; g.IO.Fonts->Locked = true;
for (ImFont* font : g.IO.Fonts->Fonts)
font->LockDisableLoading = true;
}
SetCurrentFont(GetDefaultFont()); SetCurrentFont(GetDefaultFont());
IM_ASSERT(g.Font->IsLoaded()); IM_ASSERT(g.Font->IsLoaded());
} }

29
imgui.h
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@@ -3332,7 +3332,7 @@ struct ImDrawData
}; };
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureDataUpdate, ImTextureData // [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension. // We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
@@ -3517,17 +3517,20 @@ struct ImFontAtlas
IMGUI_API void ClearTexData(); // [OBSOLETE] Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. IMGUI_API void ClearTexData(); // [OBSOLETE] Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Build atlas, retrieve pixel data. // Legacy path for build atlas + retrieving pixel data.
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
// The pitch is always = Width * BytesPerPixels (1 or 4) // - The pitch is always = Width * BytesPerPixels (1 or 4)
// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.
void SetTexID(ImTextureID id) { TexRef._TexData = NULL; TexRef._TexID = id; } // Called by legacy backends. IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
void SetTexID(ImTextureRef id) { TexRef = id; } // Called by legacy backends. IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation.
void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends.
bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent..
#endif #endif
//------------------------------------------- //-------------------------------------------
@@ -3588,7 +3591,7 @@ struct ImFontAtlas
ImVector<ImTextureData*> TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead! ImVector<ImTextureData*> TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context. bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
bool TexIsBuilt; // Set when texture was built matching current font input bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process. bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process.
ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight) ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight)
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel

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@@ -2485,6 +2485,7 @@ void ImTextureData::DestroyPixels()
// - ImFontAtlas::CalcCustomRectUV() // - ImFontAtlas::CalcCustomRectUV()
// - ImFontAtlasGetMouseCursorTexData() // - ImFontAtlasGetMouseCursorTexData()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// - ImFontAtlasBuildMain()
// - ImFontAtlasBuildSetupFontLoader() // - ImFontAtlasBuildSetupFontLoader()
// - ImFontAtlasBuildPreloadAllGlyphRanges() // - ImFontAtlasBuildPreloadAllGlyphRanges()
// - ImFontAtlasBuildUpdatePointers() // - ImFontAtlasBuildUpdatePointers()
@@ -2685,15 +2686,24 @@ static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* at
} }
// Called by NewFrame(). When multiple context own the atlas, only the first one calls this. // Called by NewFrame(). When multiple context own the atlas, only the first one calls this.
// If you are calling this yourself, ensure atlas->RendererHasTexUpdates is et.
void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas) void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas)
{ {
if (atlas->TexIsBuilt && atlas->Builder->PreloadedAllGlyphsRanges) // Check that font atlas was built or backend support texture reload in which case we can build now
if (atlas->RendererHasTextures)
{ {
ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); atlas->TexIsBuilt = true;
IM_ASSERT_USER_ERROR(atlas->RendererHasTextures == false, if (atlas->Builder == NULL) // This will only happen if fonts were not already loaded.
"Called ImFontAtlas::Build() before ImGuiBackendFlags_RendererHasTextures got set! With new backends: you don't need to call Build()."); ImFontAtlasBuildMain(atlas);
} }
else // Legacy backend
{
IM_ASSERT_USER_ERROR(atlas->TexIsBuilt, "Backend does not support ImGuiBackendFlags_RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8().");
}
if (atlas->TexIsBuilt && atlas->Builder->PreloadedAllGlyphsRanges)
IM_ASSERT_USER_ERROR(atlas->RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags_RendererHasTextures got set! With new backends: you don't need to call Build().");
// Update texture status
for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++)
{ {
ImTextureData* tex = atlas->TexList[tex_n]; ImTextureData* tex = atlas->TexList[tex_n];
@@ -2865,6 +2875,7 @@ void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex,
tex->UpdateRect.y = ImMin(tex->UpdateRect.y, req.y); tex->UpdateRect.y = ImMin(tex->UpdateRect.y, req.y);
tex->UpdateRect.w = (unsigned short)(new_x1 - tex->UpdateRect.x); tex->UpdateRect.w = (unsigned short)(new_x1 - tex->UpdateRect.x);
tex->UpdateRect.h = (unsigned short)(new_y1 - tex->UpdateRect.y); tex->UpdateRect.h = (unsigned short)(new_y1 - tex->UpdateRect.y);
atlas->TexIsBuilt = false;
// No need to queue if status is _WantCreate // No need to queue if status is _WantCreate
if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates) if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates)
@@ -3206,6 +3217,7 @@ bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor curso
return true; return true;
} }
// When atlas->RendererHasTexUpdates == true, this is only called if no font were loaded.
void ImFontAtlasBuildMain(ImFontAtlas* atlas) void ImFontAtlasBuildMain(ImFontAtlas* atlas)
{ {
IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!"); IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!");
@@ -3589,6 +3601,7 @@ void ImFontAtlasBuildReloadFont(ImFontAtlas* atlas, ImFont* font)
atlas->FontLoader->FontSrcInit(atlas, src); atlas->FontLoader->FontSrcInit(atlas, src);
ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, src); // Technically this is called for each source sub-font, tho 99.9% of the time the first one fills everything. ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, src); // Technically this is called for each source sub-font, tho 99.9% of the time the first one fills everything.
atlas->TexIsBuilt = false;
} }
// Notify external systems // Notify external systems
@@ -3684,6 +3697,7 @@ ImTextureData* ImFontAtlasBuildAddTexture(ImFontAtlas* atlas, int w, int h)
new_tex->Create(atlas->TexDesiredFormat, w, h); new_tex->Create(atlas->TexDesiredFormat, w, h);
new_tex->Status = ImTextureStatus_WantCreate; new_tex->Status = ImTextureStatus_WantCreate;
atlas->TexIsBuilt = false;
ImFontAtlasBuildSetTexture(atlas, new_tex); ImFontAtlasBuildSetTexture(atlas, new_tex);
@@ -4037,12 +4051,12 @@ ImFontAtlasRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id
ImFontGlyph* ImFont::BuildLoadGlyph(ImWchar codepoint) ImFontGlyph* ImFont::BuildLoadGlyph(ImWchar codepoint)
{ {
if (LockDisableLoading) ImFontAtlas* atlas = ContainerAtlas;
if (LockDisableLoading || atlas->Locked)
return NULL; return NULL;
//char utf8_buf[5]; //char utf8_buf[5];
//IMGUI_DEBUG_LOG("[font] BuildAddGlyph U+%04X (%s)\n", (unsigned int)codepoint, ImTextCharToUtf8(utf8_buf, (unsigned int)codepoint)); //IMGUI_DEBUG_LOG("[font] BuildAddGlyph U+%04X (%s)\n", (unsigned int)codepoint, ImTextCharToUtf8(utf8_buf, (unsigned int)codepoint));
ImFontAtlas* atlas = ContainerAtlas;
// Load from single source or all sources? // Load from single source or all sources?
int srcs_count = (LockSingleSrcConfigIdx != -1) ? 1 : SourcesCount; int srcs_count = (LockSingleSrcConfigIdx != -1) ? 1 : SourcesCount;