mirror of
https://github.com/ocornut/imgui.git
synced 2026-07-10 03:19:48 +00:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_metal.h # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_sdlrenderer2.cpp # backends/imgui_impl_sdlrenderer2.h # backends/imgui_impl_vulkan.cpp # imgui.cpp
This commit is contained in:
@@ -24,6 +24,7 @@
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// CHANGELOG
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// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplSDLGPU3_RenderState. (#9378)
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// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
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// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262)
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// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
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@@ -61,6 +62,10 @@ struct ImGui_ImplSDLGPU3_Data
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{
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ImGui_ImplSDLGPU3_InitInfo InitInfo;
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// Render state
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ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
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SDL_GPUSampler* CurrentSampler = nullptr;
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// Graphics pipeline & shaders
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SDL_GPUShader* VertexShader = nullptr;
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SDL_GPUShader* FragmentShader = nullptr;
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@@ -89,10 +94,10 @@ static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplSDLGPU3_RenderState* render_state, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
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static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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render_state->SamplerCurrent = bd->TexSamplerLinear;
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bd->CurrentSampler = bd->TexSamplerLinear;
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// Bind graphics pipeline
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SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
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@@ -176,8 +181,8 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
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uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
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uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
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uint32_t vertex_size = (uint32_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
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uint32_t index_size = (uint32_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
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if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
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CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
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if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
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@@ -218,6 +223,11 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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SDL_EndGPUCopyPass(copy_pass);
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}
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// Draw callbacks
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static void ImGui_ImplSDLGPU3_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_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerLinear; }
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static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerNearest; }
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void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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@@ -240,11 +250,9 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplSDLGPU3_RenderState render_state;
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render_state.Device = bd->InitInfo.Device;
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render_state.SamplerLinear = render_state.SamplerCurrent = bd->TexSamplerLinear;
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render_state.SamplerNearest = bd->TexSamplerNearest;
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platform_io.Renderer_RenderState = &render_state;
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platform_io.Renderer_RenderState = bd->RenderState = &render_state;
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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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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@@ -258,9 +266,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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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_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState)
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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else
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pcmd->UserCallback(draw_list, pcmd);
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}
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@@ -273,8 +280,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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// Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
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if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
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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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@@ -289,7 +296,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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// Bind DescriptorSet with font or user texture
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SDL_GPUTextureSamplerBinding texture_sampler_binding;
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texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
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texture_sampler_binding.sampler = render_state.SamplerCurrent;
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texture_sampler_binding.sampler = bd->CurrentSampler;
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SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
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// Draw
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@@ -308,6 +315,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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// We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
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SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
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SDL_SetGPUScissor(render_pass, &scissor_rect);
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platform_io.Renderer_RenderState = bd->RenderState = nullptr;
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}
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static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
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@@ -662,6 +671,11 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest;
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IM_ASSERT(info->Device != nullptr);
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IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
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