mirror of
https://github.com/ocornut/imgui.git
synced 2025-09-07 11:58:22 +00:00
Backends: misc renaming of locals. Use 'draw_list' instead of 'cmd_list'. Avoid using 'ctx'.
This is likely to trigger merging issues. If it does, best to always get "theirs" and rename in there.
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@@ -95,7 +95,7 @@ struct VERTEX_CONSTANT_BUFFER_DX12
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};
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// Functions
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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@@ -125,7 +125,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0.0f;
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ctx->RSSetViewports(1, &vp);
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command_list->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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@@ -135,21 +135,21 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
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vbv.SizeInBytes = fr->VertexBufferSize * stride;
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vbv.StrideInBytes = stride;
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ctx->IASetVertexBuffers(0, 1, &vbv);
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command_list->IASetVertexBuffers(0, 1, &vbv);
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D3D12_INDEX_BUFFER_VIEW ibv;
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memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
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ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
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ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
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ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
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ctx->IASetIndexBuffer(&ibv);
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ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->SetPipelineState(bd->pPipelineState);
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ctx->SetGraphicsRootSignature(bd->pRootSignature);
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ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
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command_list->IASetIndexBuffer(&ibv);
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command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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command_list->SetPipelineState(bd->pPipelineState);
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command_list->SetGraphicsRootSignature(bd->pRootSignature);
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command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
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// Setup blend factor
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendFactor(blend_factor);
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command_list->OMSetBlendFactor(blend_factor);
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}
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template<typename T>
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@@ -161,7 +161,7 @@ static inline void SafeRelease(T*& res)
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}
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// Render function
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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@@ -233,17 +233,17 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += draw_list->VtxBuffer.Size;
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idx_dst += draw_list->IdxBuffer.Size;
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}
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fr->VertexBuffer->Unmap(0, &range);
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fr->IndexBuffer->Unmap(0, &range);
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// Setup desired DX state
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ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
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ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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@@ -252,18 +252,18 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
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ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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pcmd->UserCallback(draw_list, pcmd);
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}
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else
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{
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@@ -273,17 +273,19 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply Scissor/clipping rectangle, Bind texture, Draw
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// Apply scissor/clipping rectangle
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const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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command_list->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
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texture_handle.ptr = (UINT64)pcmd->GetTexID();
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ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
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ctx->RSSetScissorRects(1, &r);
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ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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command_list->SetGraphicsRootDescriptorTable(1, texture_handle);
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command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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}
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}
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global_idx_offset += cmd_list->IdxBuffer.Size;
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global_vtx_offset += cmd_list->VtxBuffer.Size;
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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}
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