Textures: moved UpdateTexturesNewFrame(), UpdateTexturesEndFrame() to a more suitable location in the file.

This commit is contained in:
ocornut
2025-07-21 15:35:53 +09:00
parent 57a816ae60
commit c9e0208de4

View File

@@ -78,7 +78,7 @@ CODE
// [SECTION] RENDER HELPERS
// [SECTION] INITIALIZATION, SHUTDOWN
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
// [SECTION] FONTS
// [SECTION] FONTS, TEXTURES
// [SECTION] ID STACK
// [SECTION] INPUTS
// [SECTION] ERROR CHECKING, STATE RECOVERY
@@ -5261,46 +5261,6 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos)
io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
}
static void ImGui::UpdateTexturesNewFrame()
{
// Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count.
ImGuiContext& g = *GImGui;
const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0;
for (ImFontAtlas* atlas : g.FontAtlases)
{
if (atlas->OwnerContext == &g)
{
ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures);
}
else
{
// (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it.
// Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context.
// (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that.
// (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures.
IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1);
IM_ASSERT(atlas->RendererHasTextures == has_textures);
}
}
}
// Build a single texture list
static void ImGui::UpdateTexturesEndFrame()
{
ImGuiContext& g = *GImGui;
g.PlatformIO.Textures.resize(0);
for (ImFontAtlas* atlas : g.FontAtlases)
for (ImTextureData* tex : atlas->TexList)
{
// We provide this information so backends can decide whether to destroy textures.
// This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized.
tex->RefCount = (unsigned short)atlas->RefCount;
g.PlatformIO.Textures.push_back(tex);
}
for (ImTextureData* tex : g.UserTextures)
g.PlatformIO.Textures.push_back(tex);
}
// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data.
// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
static void SetupDrawListSharedData()
@@ -8671,11 +8631,13 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
}
//-----------------------------------------------------------------------------
// [SECTION] FONTS
// [SECTION] FONTS, TEXTURES
//-----------------------------------------------------------------------------
// Most of the relevant font logic is in imgui_draw.cpp.
// Those are high-level support functions.
//-----------------------------------------------------------------------------
// - UpdateTexturesNewFrame() [Internal]
// - UpdateTexturesEndFrame() [Internal]
// - UpdateFontsNewFrame() [Internal]
// - UpdateFontsEndFrame() [Internal]
// - GetDefaultFont() [Internal]
@@ -8690,6 +8652,46 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
// - PopFont()
//-----------------------------------------------------------------------------
static void ImGui::UpdateTexturesNewFrame()
{
// Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count.
ImGuiContext& g = *GImGui;
const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0;
for (ImFontAtlas* atlas : g.FontAtlases)
{
if (atlas->OwnerContext == &g)
{
ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures);
}
else
{
// (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it.
// Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context.
// (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that.
// (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures.
IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1);
IM_ASSERT(atlas->RendererHasTextures == has_textures);
}
}
}
// Build a single texture list
static void ImGui::UpdateTexturesEndFrame()
{
ImGuiContext& g = *GImGui;
g.PlatformIO.Textures.resize(0);
for (ImFontAtlas* atlas : g.FontAtlases)
for (ImTextureData* tex : atlas->TexList)
{
// We provide this information so backends can decide whether to destroy textures.
// This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized.
tex->RefCount = (unsigned short)atlas->RefCount;
g.PlatformIO.Textures.push_back(tex);
}
for (ImTextureData* tex : g.UserTextures)
g.PlatformIO.Textures.push_back(tex);
}
void ImGui::UpdateFontsNewFrame()
{
ImGuiContext& g = *GImGui;