mirror of
https://github.com/ocornut/imgui.git
synced 2025-09-07 03:48:25 +00:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_sdlgpu3.cpp # imgui.cpp
This commit is contained in:
@@ -2,7 +2,7 @@
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// This needs to be used along with the SDL3 Platform Backend
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// Implemented features:
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// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
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// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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@@ -24,6 +24,8 @@
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// CHANGELOG
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
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// 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler.
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// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
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// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
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// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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@@ -38,11 +40,6 @@
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#include "imgui_impl_sdlgpu3_shaders.h"
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// SDL_GPU Data
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struct ImGui_ImplSDLGPU3_Texture
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{
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SDL_GPUTexture* Texture = nullptr;
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SDL_GPUTextureSamplerBinding TextureSamplerBinding = { nullptr, nullptr };
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};
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// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
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struct ImGui_ImplSDLGPU3_FrameData
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@@ -86,12 +83,13 @@ 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, 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, 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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{
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//ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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render_state->SamplerCurrent = render_state->SamplerCurrent = bd->TexSampler;
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// Bind graphics pipeline
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SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
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SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
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// Bind Vertex And Index Buffers
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if (draw_data->TotalVtxCount > 0)
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@@ -229,12 +227,19 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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if (pipeline == nullptr)
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pipeline = bd->Pipeline;
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Setup render state structure (for callbacks and custom texture bindings)
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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.SamplerDefault = render_state.SamplerCurrent = bd->TexSampler;
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platform_io.Renderer_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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// 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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int global_vtx_offset = 0;
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@@ -249,7 +254,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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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, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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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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else
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pcmd->UserCallback(draw_list, pcmd);
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}
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@@ -276,9 +281,14 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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SDL_SetGPUScissor(render_pass,&scissor_rect);
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// Bind DescriptorSet with font or user texture
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SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
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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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SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
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// Draw
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// **IF YOU GET A CRASH HERE** In 1.92.2 on 2025/08/08 we have changed ImTextureID to store 'SDL_GPUTexture*' instead of storing 'SDL_GPUTextureSamplerBinding'.
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// Any code loading custom texture using this backend needs to be updated.
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SDL_DrawGPUIndexedPrimitives(render_pass, 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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@@ -297,18 +307,13 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
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if (backend_tex == nullptr)
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return;
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SDL_GPUTextureSamplerBinding* binding = (SDL_GPUTextureSamplerBinding*)(intptr_t)tex->BackendUserData;
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IM_ASSERT(backend_tex->Texture == binding->texture);
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SDL_ReleaseGPUTexture(bd->InitInfo.Device, backend_tex->Texture);
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IM_DELETE(backend_tex);
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SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID();
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if (raw_tex != nullptr)
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SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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tex->SetStatus(ImTextureStatus_Destroyed);
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tex->BackendUserData = nullptr;
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}
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void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
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@@ -322,7 +327,6 @@ void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
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//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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ImGui_ImplSDLGPU3_Texture* backend_tex = IM_NEW(ImGui_ImplSDLGPU3_Texture)();
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// Create texture
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SDL_GPUTextureCreateInfo texture_info = {};
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@@ -335,19 +339,16 @@ void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
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texture_info.num_levels = 1;
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texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
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backend_tex->Texture = SDL_CreateGPUTexture(v->Device, &texture_info);
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backend_tex->TextureSamplerBinding.texture = backend_tex->Texture;
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backend_tex->TextureSamplerBinding.sampler = bd->TexSampler;
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IM_ASSERT(backend_tex->Texture && "Failed to create font texture, call SDL_GetError() for more info");
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SDL_GPUTexture* raw_tex = SDL_CreateGPUTexture(v->Device, &texture_info);
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IM_ASSERT(raw_tex != nullptr && "Failed to create font texture, call SDL_GetError() for more info");
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// Store identifiers
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tex->SetTexID((ImTextureID)(intptr_t)&backend_tex->TextureSamplerBinding);
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tex->BackendUserData = backend_tex;
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tex->SetTexID((ImTextureID)(intptr_t)raw_tex);
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}
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if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
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{
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ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
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SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID();
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
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@@ -385,7 +386,7 @@ void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
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transfer_info.transfer_buffer = bd->TexTransferBuffer;
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SDL_GPUTextureRegion texture_region = {};
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texture_region.texture = backend_tex->Texture;
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texture_region.texture = raw_tex;
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texture_region.x = (Uint32)upload_x;
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texture_region.y = (Uint32)upload_y;
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texture_region.w = (Uint32)upload_w;
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