mirror of
https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_vulkan.cpp
This commit is contained in:
@@ -21,6 +21,7 @@
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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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// 2025-01-06: 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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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
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@@ -96,6 +97,7 @@ struct ImGui_ImplAllegro5_Data
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ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
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ALLEGRO_VERTEX_DECL* VertexDecl;
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char* ClipboardTextData;
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ImGuiMouseCursor LastCursor;
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ImVector<ImDrawVertAllegro> BufVertices;
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ImVector<int> BufIndices;
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@@ -439,6 +441,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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bd->Display = display;
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bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE;
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// Create custom vertex declaration.
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// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
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@@ -569,9 +572,16 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
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// Hide OS mouse cursor if imgui is drawing it
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if (io.MouseDrawCursor)
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imgui_cursor = ImGuiMouseCursor_None;
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if (bd->LastCursor == imgui_cursor)
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return;
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bd->LastCursor = imgui_cursor;
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if (imgui_cursor == ImGuiMouseCursor_None)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
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}
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else
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@@ -318,17 +318,14 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
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indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
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}
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__block MetalContext* sharedMetalContext = bd->SharedMetalContext;
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[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
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{
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dispatch_async(dispatch_get_main_queue(), ^{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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if (bd != nullptr)
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@synchronized(bd->SharedMetalContext.bufferCache)
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{
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@synchronized(bd->SharedMetalContext.bufferCache)
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{
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[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
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[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
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}
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[sharedMetalContext.bufferCache addObject:vertexBuffer];
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[sharedMetalContext.bufferCache addObject:indexBuffer];
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}
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});
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}];
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@@ -27,7 +27,8 @@
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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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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
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// 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
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// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867)
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// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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@@ -1385,6 +1386,49 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d
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return VK_PRESENT_MODE_FIFO_KHR; // Always available
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}
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VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance)
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{
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uint32_t gpu_count;
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VkResult err = vkEnumeratePhysicalDevices(instance, &gpu_count, nullptr);
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check_vk_result(err);
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IM_ASSERT(gpu_count > 0);
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ImVector<VkPhysicalDevice> gpus;
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gpus.resize(gpu_count);
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err = vkEnumeratePhysicalDevices(instance, &gpu_count, gpus.Data);
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check_vk_result(err);
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// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
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// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
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// dedicated GPUs) is out of scope of this sample.
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for (VkPhysicalDevice& device : gpus)
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{
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VkPhysicalDeviceProperties properties;
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vkGetPhysicalDeviceProperties(device, &properties);
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if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
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return device;
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}
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// Use first GPU (Integrated) is a Discrete one is not available.
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if (gpu_count > 0)
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return gpus[0];
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return VK_NULL_HANDLE;
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}
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uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device)
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{
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uint32_t count;
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vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, nullptr);
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ImVector<VkQueueFamilyProperties> queues_properties;
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queues_properties.resize((int)count);
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vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, queues_properties.Data);
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for (uint32_t i = 0; i < count; i++)
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if (queues_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
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return i;
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return (uint32_t)-1;
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}
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void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator)
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{
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IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
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@@ -136,18 +136,24 @@ struct ImGui_ImplVulkan_RenderState
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//-------------------------------------------------------------------------
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// Internal / Miscellaneous Vulkan Helpers
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// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
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//-------------------------------------------------------------------------
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// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
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//
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// You probably do NOT need to use or care about those functions.
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// Those functions only exist because:
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// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
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// 2) the multi-viewport / platform window implementation needs them internally.
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// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
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// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
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// but it is too much code to duplicate everywhere so we exceptionally expose them.
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//
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// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
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// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
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// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
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// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
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// render pass, frame buffers, etc.). You may read this code if you are curious, but
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// it is recommended you use you own custom tailored code to do equivalent work.
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//
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// We don't provide a strong guarantee that we won't change those functions API.
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//
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// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
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// by the regular ImGui_ImplVulkan_XXX functions).
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//-------------------------------------------------------------------------
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struct ImGui_ImplVulkanH_Frame;
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@@ -158,6 +164,8 @@ IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkIns
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IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator);
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IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
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IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
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IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
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IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
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IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
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// Helper structure to hold the data needed by one rendering frame
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