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462 Commits
v1.92.5-do
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157
.github/workflows/build.yml
vendored
157
.github/workflows/build.yml
vendored
@@ -25,10 +25,10 @@ jobs:
|
|||||||
working-directory: ${{ github.workspace }}/imgui
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working-directory: ${{ github.workspace }}/imgui
|
||||||
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|
||||||
env:
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env:
|
||||||
VS_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\
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VS_PATH: C:\Program Files\Microsoft Visual Studio\18\Enterprise
|
||||||
MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\
|
MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\18\Enterprise\MSBuild\Current\Bin\
|
||||||
steps:
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steps:
|
||||||
- uses: actions/checkout@v5
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- uses: actions/checkout@v6
|
||||||
with:
|
with:
|
||||||
path: ${{ github.workspace }}/imgui
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path: ${{ github.workspace }}/imgui
|
||||||
|
|
||||||
@@ -116,7 +116,7 @@ jobs:
|
|||||||
cl.exe /D_USRDLL /D_WINDLL /I. example_single_file.cpp /LD /FeImGui.dll /link
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cl.exe /D_USRDLL /D_WINDLL /I. example_single_file.cpp /LD /FeImGui.dll /link
|
||||||
cl.exe /DIMGUI_API=__declspec(dllimport) -DIMGUI_IMPL_API= /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
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cl.exe /DIMGUI_API=__declspec(dllimport) -DIMGUI_IMPL_API= /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
|
||||||
|
|
||||||
# Win64 examples are more frequently compilted than the Win32 examples.
|
# Win64 examples are more frequently compiled than the Win32 examples.
|
||||||
# More of the Win32 examples requires 'workflow_run' to reduce waste.
|
# More of the Win32 examples requires 'workflow_run' to reduce waste.
|
||||||
- name: Build Win32 example_glfw_opengl2
|
- name: Build Win32 example_glfw_opengl2
|
||||||
shell: cmd
|
shell: cmd
|
||||||
@@ -160,6 +160,7 @@ jobs:
|
|||||||
- name: Build Win32 example_sdl3_opengl3
|
- name: Build Win32 example_sdl3_opengl3
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build Win32 example_sdl3_sdlgpu3
|
- name: Build Win32 example_sdl3_sdlgpu3
|
||||||
shell: cmd
|
shell: cmd
|
||||||
@@ -200,6 +201,7 @@ jobs:
|
|||||||
- name: Build Win64 example_glfw_opengl3
|
- name: Build Win64 example_glfw_opengl3
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build Win64 example_glfw_vulkan
|
- name: Build Win64 example_glfw_vulkan
|
||||||
shell: cmd
|
shell: cmd
|
||||||
@@ -228,6 +230,7 @@ jobs:
|
|||||||
- name: Build Win64 example_sdl2_directx11
|
- name: Build Win64 example_sdl2_directx11
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build Win64 example_sdl3_opengl3
|
- name: Build Win64 example_sdl3_opengl3
|
||||||
shell: cmd
|
shell: cmd
|
||||||
@@ -274,7 +277,7 @@ jobs:
|
|||||||
working-directory: ${{ github.workspace }}/imgui
|
working-directory: ${{ github.workspace }}/imgui
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v5
|
- uses: actions/checkout@v6
|
||||||
with:
|
with:
|
||||||
path: ${{ github.workspace }}/imgui
|
path: ${{ github.workspace }}/imgui
|
||||||
|
|
||||||
@@ -343,7 +346,7 @@ jobs:
|
|||||||
EOF
|
EOF
|
||||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||||
|
|
||||||
- name: Build example_null (with large ImDrawIdx + pointer ImTextureID)
|
- name: Build example_null (with large ImDrawIdx + custom ImTextureID)
|
||||||
run: |
|
run: |
|
||||||
cat > example_single_file.cpp <<'EOF'
|
cat > example_single_file.cpp <<'EOF'
|
||||||
|
|
||||||
@@ -356,6 +359,21 @@ jobs:
|
|||||||
EOF
|
EOF
|
||||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||||
|
|
||||||
|
cat > example_single_file.cpp <<'EOF'
|
||||||
|
|
||||||
|
// Test build ImTextureID defined as a struct
|
||||||
|
struct SomeType { int a = 0; int b = 0; };
|
||||||
|
#define ImTextureID SomeType
|
||||||
|
#define ImTextureID_Invalid SomeType()
|
||||||
|
inline bool operator==(const SomeType& lhs, const SomeType& rhs) { return lhs.a == rhs.a && lhs.b == rhs.b; }
|
||||||
|
inline bool operator!=(const SomeType& lhs, const SomeType& rhs) { return lhs.a != rhs.a || lhs.b != rhs.b; }
|
||||||
|
#define IMGUI_IMPLEMENTATION
|
||||||
|
#include "misc/single_file/imgui_single_file.h"
|
||||||
|
#include "examples/example_null/main.cpp"
|
||||||
|
|
||||||
|
EOF
|
||||||
|
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||||
|
|
||||||
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
|
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
|
||||||
run: |
|
run: |
|
||||||
cat > example_single_file.cpp <<'EOF'
|
cat > example_single_file.cpp <<'EOF'
|
||||||
@@ -499,7 +517,7 @@ jobs:
|
|||||||
working-directory: ${{ github.workspace }}/imgui
|
working-directory: ${{ github.workspace }}/imgui
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v5
|
- uses: actions/checkout@v6
|
||||||
with:
|
with:
|
||||||
path: ${{ github.workspace }}/imgui
|
path: ${{ github.workspace }}/imgui
|
||||||
|
|
||||||
@@ -510,7 +528,7 @@ jobs:
|
|||||||
- name: Build example_null (extra warnings, clang 64-bit)
|
- name: Build example_null (extra warnings, clang 64-bit)
|
||||||
run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
|
run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
|
||||||
|
|
||||||
- name: Build example_null (single file build)
|
- name: Build macOS example_null (single file build)
|
||||||
run: |
|
run: |
|
||||||
cat > example_single_file.cpp <<'EOF'
|
cat > example_single_file.cpp <<'EOF'
|
||||||
|
|
||||||
@@ -521,7 +539,7 @@ jobs:
|
|||||||
EOF
|
EOF
|
||||||
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||||
|
|
||||||
- name: Build example_null (single file build, c++20)
|
- name: Build macOS example_null (single file build, c++20)
|
||||||
run: |
|
run: |
|
||||||
cat > example_single_file.cpp <<'EOF'
|
cat > example_single_file.cpp <<'EOF'
|
||||||
|
|
||||||
@@ -532,7 +550,7 @@ jobs:
|
|||||||
EOF
|
EOF
|
||||||
clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
|
clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||||
|
|
||||||
- name: Build example_null (without c++ runtime)
|
- name: Build macOS example_null (without c++ runtime)
|
||||||
run: |
|
run: |
|
||||||
cat > example_single_file.cpp <<'EOF'
|
cat > example_single_file.cpp <<'EOF'
|
||||||
|
|
||||||
@@ -543,41 +561,48 @@ jobs:
|
|||||||
EOF
|
EOF
|
||||||
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
|
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
|
||||||
|
|
||||||
- name: Build example_glfw_opengl2
|
- name: Build macOS example_glfw_opengl2
|
||||||
run: make -C examples/example_glfw_opengl2
|
run: make -C examples/example_glfw_opengl2
|
||||||
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build example_glfw_opengl3
|
- name: Build macOS example_glfw_opengl3
|
||||||
run: make -C examples/example_glfw_opengl3
|
run: make -C examples/example_glfw_opengl3
|
||||||
if: github.event_name == 'workflow_run'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build example_glfw_metal
|
- name: Build macOS example_glfw_metal
|
||||||
run: make -C examples/example_glfw_metal
|
run: make -C examples/example_glfw_metal
|
||||||
|
|
||||||
- name: Build example_sdl2_metal
|
- name: Build macOS example_sdl2_metal
|
||||||
run: make -C examples/example_sdl2_metal
|
run: make -C examples/example_sdl2_metal
|
||||||
|
|
||||||
- name: Build example_sdl2_opengl2
|
#- name: Build macOS example_sdl3_metal4
|
||||||
|
# run: make -C examples/example_sdl3_metal4
|
||||||
|
|
||||||
|
- name: Build macOS example_sdl2_opengl2
|
||||||
run: make -C examples/example_sdl2_opengl2
|
run: make -C examples/example_sdl2_opengl2
|
||||||
if: github.event_name == 'workflow_run'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build example_sdl2_opengl3
|
- name: Build macOS example_sdl2_opengl3
|
||||||
run: make -C examples/example_sdl2_opengl3
|
run: make -C examples/example_sdl2_opengl3
|
||||||
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build example_sdl3_opengl3
|
- name: Build macOS example_sdl3_opengl3
|
||||||
run: make -C examples/example_sdl3_opengl3
|
run: make -C examples/example_sdl3_opengl3
|
||||||
|
|
||||||
- name: Build example_apple_metal
|
- name: Build macOS example_apple_metal
|
||||||
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
|
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
|
||||||
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build example_apple_opengl2
|
- name: Build macOS example_apple_opengl2
|
||||||
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
|
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
|
||||||
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
Build-iOS:
|
Build-iOS:
|
||||||
runs-on: macos-14
|
runs-on: macos-14
|
||||||
name: Build - iOS
|
name: Build - iOS
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v5
|
- uses: actions/checkout@v6
|
||||||
|
|
||||||
- name: Build example_apple_metal
|
- name: Build example_apple_metal
|
||||||
run: |
|
run: |
|
||||||
@@ -589,7 +614,7 @@ jobs:
|
|||||||
name: Build - Emscripten
|
name: Build - Emscripten
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v5
|
- uses: actions/checkout@v6
|
||||||
|
|
||||||
- name: Install Dependencies
|
- name: Install Dependencies
|
||||||
run: |
|
run: |
|
||||||
@@ -632,8 +657,12 @@ jobs:
|
|||||||
name: Build - Android
|
name: Build - Android
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v5
|
#- name: Setup Gradle
|
||||||
|
# uses: gradle/actions/setup-gradle@v6
|
||||||
|
# with:
|
||||||
|
# gradle-version: '8.14.5'
|
||||||
|
|
||||||
|
- uses: actions/checkout@v6
|
||||||
- name: Build example_android_opengl3
|
- name: Build example_android_opengl3
|
||||||
run: |
|
run: |
|
||||||
cd examples/example_android_opengl3/android
|
cd examples/example_android_opengl3/android
|
||||||
@@ -648,14 +677,14 @@ jobs:
|
|||||||
working-directory: ${{ github.workspace }}/imgui
|
working-directory: ${{ github.workspace }}/imgui
|
||||||
|
|
||||||
env:
|
env:
|
||||||
MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\
|
MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\18\Enterprise\MSBuild\Current\Bin\
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v5
|
- uses: actions/checkout@v6
|
||||||
with:
|
with:
|
||||||
path: ${{ github.workspace }}/imgui
|
path: ${{ github.workspace }}/imgui
|
||||||
|
|
||||||
- uses: actions/checkout@v5
|
- uses: actions/checkout@v6
|
||||||
continue-on-error: true
|
continue-on-error: true
|
||||||
with:
|
with:
|
||||||
fetch-depth: 1
|
fetch-depth: 1
|
||||||
@@ -706,11 +735,11 @@ jobs:
|
|||||||
working-directory: ${{ github.workspace }}/imgui
|
working-directory: ${{ github.workspace }}/imgui
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v5
|
- uses: actions/checkout@v6
|
||||||
with:
|
with:
|
||||||
path: ${{ github.workspace }}/imgui
|
path: ${{ github.workspace }}/imgui
|
||||||
|
|
||||||
- uses: actions/checkout@v5
|
- uses: actions/checkout@v6
|
||||||
with:
|
with:
|
||||||
fetch-depth: 1
|
fetch-depth: 1
|
||||||
repository: ocornut/imgui_test_engine
|
repository: ocornut/imgui_test_engine
|
||||||
@@ -735,40 +764,40 @@ jobs:
|
|||||||
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||||
run: ./imgui_test_suite -nogui -nopause -v2 -ve4 -viewport-mock viewport
|
run: ./imgui_test_suite -nogui -nopause -v2 -ve4 -viewport-mock viewport
|
||||||
|
|
||||||
Test-MacOS:
|
# Test-MacOS:
|
||||||
runs-on: macos-latest
|
# runs-on: macos-latest
|
||||||
name: Test - MacOS
|
# name: Test - MacOS
|
||||||
|
#
|
||||||
defaults:
|
# defaults:
|
||||||
run:
|
# run:
|
||||||
working-directory: ${{ github.workspace }}/imgui
|
# working-directory: ${{ github.workspace }}/imgui
|
||||||
|
#
|
||||||
steps:
|
# steps:
|
||||||
- uses: actions/checkout@v5
|
# - uses: actions/checkout@v6
|
||||||
with:
|
# with:
|
||||||
path: ${{ github.workspace }}/imgui
|
# path: ${{ github.workspace }}/imgui
|
||||||
|
#
|
||||||
- uses: actions/checkout@v5
|
# - uses: actions/checkout@v6
|
||||||
with:
|
# with:
|
||||||
fetch-depth: 1
|
# fetch-depth: 1
|
||||||
repository: ocornut/imgui_test_engine
|
# repository: ocornut/imgui_test_engine
|
||||||
path: ${{ github.workspace }}/imgui_test_engine
|
# path: ${{ github.workspace }}/imgui_test_engine
|
||||||
submodules: true
|
# submodules: true
|
||||||
|
#
|
||||||
- name: Build Tests
|
# - name: Build Tests
|
||||||
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
# working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||||
run: make -j$(nproc)
|
# run: make -j$(nproc)
|
||||||
|
#
|
||||||
- name: Run Tests
|
# - name: Run Tests
|
||||||
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
# working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||||
run: ./imgui_test_suite -nogui -nopause -v2 -ve4 tests
|
# run: ./imgui_test_suite -nogui -nopause -v2 -ve4 tests
|
||||||
|
#
|
||||||
- name: Check for Docking
|
# - name: Check for Docking
|
||||||
id: check_docking
|
# id: check_docking
|
||||||
working-directory: ${{ github.workspace }}/imgui
|
# working-directory: ${{ github.workspace }}/imgui
|
||||||
run: echo "has_dock=$(grep -q "#define IMGUI_HAS_DOCK" imgui.h && echo true || echo false)" >> $GITHUB_OUTPUT
|
# run: echo "has_dock=$(grep -q "#define IMGUI_HAS_DOCK" imgui.h && echo true || echo false)" >> $GITHUB_OUTPUT
|
||||||
|
#
|
||||||
- name: Run Viewport Tests
|
# - name: Run Viewport Tests
|
||||||
if: steps.check_docking.outputs.has_dock == 'true'
|
# if: steps.check_docking.outputs.has_dock == 'true'
|
||||||
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
# working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||||
run: ./imgui_test_suite -nogui -nopause -v2 -ve4 -viewport-mock viewport
|
# run: ./imgui_test_suite -nogui -nopause -v2 -ve4 -viewport-mock viewport
|
||||||
|
|||||||
6
.github/workflows/static-analysis.yml
vendored
6
.github/workflows/static-analysis.yml
vendored
@@ -12,7 +12,7 @@ jobs:
|
|||||||
PVS-Studio:
|
PVS-Studio:
|
||||||
runs-on: ubuntu-latest
|
runs-on: ubuntu-latest
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4
|
- uses: actions/checkout@v6
|
||||||
with:
|
with:
|
||||||
fetch-depth: 1
|
fetch-depth: 1
|
||||||
|
|
||||||
@@ -23,9 +23,9 @@ jobs:
|
|||||||
run: |
|
run: |
|
||||||
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
|
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
|
||||||
then
|
then
|
||||||
wget -q https://files.viva64.com/etc/pubkey.txt
|
wget -q https://files.pvs-studio.com/etc/pubkey.txt
|
||||||
sudo apt-key add pubkey.txt
|
sudo apt-key add pubkey.txt
|
||||||
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
|
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.pvs-studio.com/etc/viva64.list
|
||||||
sudo apt-get update
|
sudo apt-get update
|
||||||
sudo apt-get install -y pvs-studio
|
sudo apt-get install -y pvs-studio
|
||||||
pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE
|
pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE
|
||||||
|
|||||||
8
.gitignore
vendored
8
.gitignore
vendored
@@ -1,5 +1,7 @@
|
|||||||
## OSX artifacts
|
## Misc artifacts
|
||||||
.DS_Store
|
.DS_Store
|
||||||
|
.claude
|
||||||
|
.vscode
|
||||||
|
|
||||||
## Dear ImGui artifacts
|
## Dear ImGui artifacts
|
||||||
imgui.ini
|
imgui.ini
|
||||||
@@ -55,9 +57,6 @@ examples/example_sdl3_wgpu/web/*
|
|||||||
.idea
|
.idea
|
||||||
cmake-build-*
|
cmake-build-*
|
||||||
|
|
||||||
## VS code artifacts
|
|
||||||
.vscode
|
|
||||||
|
|
||||||
## Unix executables from our example Makefiles
|
## Unix executables from our example Makefiles
|
||||||
examples/example_apple_metal/example_apple_metal
|
examples/example_apple_metal/example_apple_metal
|
||||||
examples/example_apple_opengl2/example_apple_opengl2
|
examples/example_apple_opengl2/example_apple_opengl2
|
||||||
@@ -73,6 +72,7 @@ examples/example_sdl2_opengl3/example_sdl2_opengl3
|
|||||||
examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2
|
examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2
|
||||||
examples/example_sdl2_vulkan/example_sdl2_vulkan
|
examples/example_sdl2_vulkan/example_sdl2_vulkan
|
||||||
examples/example_sdl3_metal/example_sdl3_metal
|
examples/example_sdl3_metal/example_sdl3_metal
|
||||||
|
examples/example_sdl3_metal4/example_sdl3_metal4
|
||||||
examples/example_sdl3_opengl3/example_sdl3_opengl3
|
examples/example_sdl3_opengl3/example_sdl3_opengl3
|
||||||
examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3
|
examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3
|
||||||
examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3
|
examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
The MIT License (MIT)
|
The MIT License (MIT)
|
||||||
|
|
||||||
Copyright (c) 2014-2025 Omar Cornut
|
Copyright (c) 2014-2026 Omar Cornut
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
of this software and associated documentation files (the "Software"), to deal
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
|||||||
@@ -9,6 +9,7 @@
|
|||||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||||
// Missing features or Issues:
|
// Missing features or Issues:
|
||||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||||
|
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
|
||||||
// [ ] Platform: Missing gamepad support.
|
// [ ] Platform: Missing gamepad support.
|
||||||
|
|
||||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
@@ -21,6 +22,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported by Allegro5). (#9378)
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() and platform_io.ClearPlatformHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() and platform_io.ClearPlatformHandlers() on shutdown.
|
||||||
// 2025-08-12: Inputs: fixed missing support for ImGuiKey_PrintScreen under Windows, as raw Allegro 5 does not receive it.
|
// 2025-08-12: Inputs: fixed missing support for ImGuiKey_PrintScreen under Windows, as raw Allegro 5 does not receive it.
|
||||||
// 2025-08-12: Added ImGui_ImplAllegro5_SetDisplay() function to change current ALLEGRO_DISPLAY, as Allegro applications often need to do that.
|
// 2025-08-12: Added ImGui_ImplAllegro5_SetDisplay() function to change current ALLEGRO_DISPLAY, as Allegro applications often need to do that.
|
||||||
@@ -136,7 +138,10 @@ static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Render function.
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplAllegro5_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
|
||||||
|
// Render function
|
||||||
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||||
{
|
{
|
||||||
// Avoid rendering when minimized
|
// Avoid rendering when minimized
|
||||||
@@ -152,6 +157,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
|||||||
|
|
||||||
// Backup Allegro state that will be modified
|
// Backup Allegro state that will be modified
|
||||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
|
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
|
||||||
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
|
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
|
||||||
int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
|
int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
|
||||||
@@ -208,8 +214,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
|||||||
if (pcmd->UserCallback)
|
if (pcmd->UserCallback)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplAllegro5_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
||||||
ImGui_ImplAllegro5_SetupRenderState(draw_data);
|
ImGui_ImplAllegro5_SetupRenderState(draw_data);
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
@@ -486,11 +491,12 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
|||||||
|
|
||||||
ImGui_ImplAllegro5_SetDisplay(display);
|
ImGui_ImplAllegro5_SetDisplay(display);
|
||||||
|
|
||||||
#if ALLEGRO_HAS_CLIPBOARD
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
#if ALLEGRO_HAS_CLIPBOARD
|
||||||
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
|
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
|
||||||
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
|
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
|
||||||
#endif
|
#endif
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplAllegro5_DrawCallback_ResetRenderState;
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -524,7 +530,7 @@ void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display)
|
|||||||
if (bd->VertexDecl)
|
if (bd->VertexDecl)
|
||||||
{
|
{
|
||||||
al_destroy_vertex_decl(bd->VertexDecl);
|
al_destroy_vertex_decl(bd->VertexDecl);
|
||||||
bd->VertexDecl = NULL;
|
bd->VertexDecl = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (bd->Display && !bd->VertexDecl)
|
if (bd->Display && !bd->VertexDecl)
|
||||||
|
|||||||
@@ -9,6 +9,7 @@
|
|||||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||||
// Missing features or Issues:
|
// Missing features or Issues:
|
||||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||||
|
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
|
||||||
// [ ] Platform: Missing gamepad support.
|
// [ ] Platform: Missing gamepad support.
|
||||||
|
|
||||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
@@ -38,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display);
|
|||||||
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
|
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -16,6 +16,8 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-23: DirectX10: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX10_RenderState. (#9378)
|
||||||
|
// 2026-01-19: DirectX10: Added 'SamplerNearest' in ImGui_ImplDX10_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||||
// 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
// 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||||
// 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
|
// 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
|
||||||
@@ -75,6 +77,7 @@ struct ImGui_ImplDX10_Data
|
|||||||
ID3D10Buffer* pVertexConstantBuffer;
|
ID3D10Buffer* pVertexConstantBuffer;
|
||||||
ID3D10PixelShader* pPixelShader;
|
ID3D10PixelShader* pPixelShader;
|
||||||
ID3D10SamplerState* pTexSamplerLinear;
|
ID3D10SamplerState* pTexSamplerLinear;
|
||||||
|
ID3D10SamplerState* pTexSamplerNearest;
|
||||||
ID3D10RasterizerState* pRasterizerState;
|
ID3D10RasterizerState* pRasterizerState;
|
||||||
ID3D10BlendState* pBlendState;
|
ID3D10BlendState* pBlendState;
|
||||||
ID3D10DepthStencilState* pDepthStencilState;
|
ID3D10DepthStencilState* pDepthStencilState;
|
||||||
@@ -151,6 +154,11 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
|
|||||||
device->RSSetState(bd->pRasterizerState);
|
device->RSSetState(bd->pRasterizerState);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplDX10_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
static void ImGui_ImplDX10_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
|
||||||
|
static void ImGui_ImplDX10_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
|
||||||
|
|
||||||
// Render function
|
// Render function
|
||||||
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||||
{
|
{
|
||||||
@@ -175,7 +183,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|||||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||||
D3D10_BUFFER_DESC desc = {};
|
D3D10_BUFFER_DESC desc = {};
|
||||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||||
desc.MiscFlags = 0;
|
desc.MiscFlags = 0;
|
||||||
@@ -189,7 +197,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|||||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||||
D3D10_BUFFER_DESC desc = {};
|
D3D10_BUFFER_DESC desc = {};
|
||||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||||
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||||
if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||||
@@ -258,7 +266,6 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
ImGui_ImplDX10_RenderState render_state;
|
ImGui_ImplDX10_RenderState render_state;
|
||||||
render_state.Device = bd->pd3dDevice;
|
render_state.Device = bd->pd3dDevice;
|
||||||
render_state.SamplerDefault = bd->pTexSamplerLinear;
|
|
||||||
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
|
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
|
||||||
platform_io.Renderer_RenderState = &render_state;
|
platform_io.Renderer_RenderState = &render_state;
|
||||||
|
|
||||||
@@ -276,8 +283,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|||||||
if (pcmd->UserCallback != nullptr)
|
if (pcmd->UserCallback != nullptr)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplDX10_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
||||||
ImGui_ImplDX10_SetupRenderState(draw_data, device);
|
ImGui_ImplDX10_SetupRenderState(draw_data, device);
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
@@ -565,6 +571,8 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
|||||||
desc.MinLOD = 0.f;
|
desc.MinLOD = 0.f;
|
||||||
desc.MaxLOD = 0.f;
|
desc.MaxLOD = 0.f;
|
||||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
|
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
|
||||||
|
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
|
||||||
|
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest);
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
@@ -581,6 +589,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
|
|||||||
if (tex->RefCount == 1)
|
if (tex->RefCount == 1)
|
||||||
ImGui_ImplDX10_DestroyTexture(tex);
|
ImGui_ImplDX10_DestroyTexture(tex);
|
||||||
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
|
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
|
||||||
|
if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; }
|
||||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||||
@@ -607,6 +616,9 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
|||||||
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX10_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX10_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX10_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
// Get factory from device
|
// Get factory from device
|
||||||
IDXGIDevice* pDXGIDevice = nullptr;
|
IDXGIDevice* pDXGIDevice = nullptr;
|
||||||
|
|||||||
@@ -32,7 +32,7 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
|
|||||||
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
|
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
// [BETA] Selected render state data shared with callbacks.
|
// [BETA] Selected render state data shared with callbacks.
|
||||||
@@ -41,8 +41,9 @@ IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
|
|||||||
struct ImGui_ImplDX10_RenderState
|
struct ImGui_ImplDX10_RenderState
|
||||||
{
|
{
|
||||||
ID3D10Device* Device;
|
ID3D10Device* Device;
|
||||||
ID3D10SamplerState* SamplerDefault;
|
|
||||||
ID3D10Buffer* VertexConstantBuffer;
|
ID3D10Buffer* VertexConstantBuffer;
|
||||||
|
//ID3D10SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear)
|
||||||
|
//ID3D10SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest)
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -17,6 +17,8 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-23: DirectX11: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX11_RenderState. (#9378)
|
||||||
|
// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||||
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||||
// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
|
// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
|
||||||
@@ -78,11 +80,13 @@ struct ImGui_ImplDX11_Data
|
|||||||
ID3D11Buffer* pVertexConstantBuffer;
|
ID3D11Buffer* pVertexConstantBuffer;
|
||||||
ID3D11PixelShader* pPixelShader;
|
ID3D11PixelShader* pPixelShader;
|
||||||
ID3D11SamplerState* pTexSamplerLinear;
|
ID3D11SamplerState* pTexSamplerLinear;
|
||||||
|
ID3D11SamplerState* pTexSamplerNearest;
|
||||||
ID3D11RasterizerState* pRasterizerState;
|
ID3D11RasterizerState* pRasterizerState;
|
||||||
ID3D11BlendState* pBlendState;
|
ID3D11BlendState* pBlendState;
|
||||||
ID3D11DepthStencilState* pDepthStencilState;
|
ID3D11DepthStencilState* pDepthStencilState;
|
||||||
int VertexBufferSize;
|
int VertexBufferSize;
|
||||||
int IndexBufferSize;
|
int IndexBufferSize;
|
||||||
|
ImGui_ImplDX11_RenderState* RenderState; // == (ImGui_ImplDX11_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState during rendering.
|
||||||
|
|
||||||
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||||
};
|
};
|
||||||
@@ -157,6 +161,11 @@ static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11D
|
|||||||
device_ctx->RSSetState(bd->pRasterizerState);
|
device_ctx->RSSetState(bd->pRasterizerState);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplDX11_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
static void ImGui_ImplDX11_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
|
||||||
|
static void ImGui_ImplDX11_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
|
||||||
|
|
||||||
// Render function
|
// Render function
|
||||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||||
{
|
{
|
||||||
@@ -181,7 +190,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
|||||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||||
D3D11_BUFFER_DESC desc = {};
|
D3D11_BUFFER_DESC desc = {};
|
||||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
desc.MiscFlags = 0;
|
desc.MiscFlags = 0;
|
||||||
@@ -194,7 +203,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
|||||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||||
D3D11_BUFFER_DESC desc = {};
|
D3D11_BUFFER_DESC desc = {};
|
||||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||||
@@ -272,9 +281,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
|||||||
ImGui_ImplDX11_RenderState render_state;
|
ImGui_ImplDX11_RenderState render_state;
|
||||||
render_state.Device = bd->pd3dDevice;
|
render_state.Device = bd->pd3dDevice;
|
||||||
render_state.DeviceContext = bd->pd3dDeviceContext;
|
render_state.DeviceContext = bd->pd3dDeviceContext;
|
||||||
render_state.SamplerDefault = bd->pTexSamplerLinear;
|
|
||||||
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
|
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
|
||||||
platform_io.Renderer_RenderState = &render_state;
|
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
|
||||||
|
|
||||||
// Render command lists
|
// Render command lists
|
||||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||||
@@ -290,8 +298,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
|||||||
if (pcmd->UserCallback != nullptr)
|
if (pcmd->UserCallback != nullptr)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplDX11_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
||||||
ImGui_ImplDX11_SetupRenderState(draw_data, device);
|
ImGui_ImplDX11_SetupRenderState(draw_data, device);
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
@@ -317,7 +324,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
|||||||
global_idx_offset += draw_list->IdxBuffer.Size;
|
global_idx_offset += draw_list->IdxBuffer.Size;
|
||||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||||
}
|
}
|
||||||
platform_io.Renderer_RenderState = nullptr;
|
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
|
||||||
|
|
||||||
// Restore modified DX state
|
// Restore modified DX state
|
||||||
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||||
@@ -580,6 +587,8 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
|||||||
desc.MinLOD = 0.f;
|
desc.MinLOD = 0.f;
|
||||||
desc.MaxLOD = 0.f;
|
desc.MaxLOD = 0.f;
|
||||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
|
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
|
||||||
|
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||||
|
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest);
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
@@ -597,6 +606,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
|||||||
ImGui_ImplDX11_DestroyTexture(tex);
|
ImGui_ImplDX11_DestroyTexture(tex);
|
||||||
|
|
||||||
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
|
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
|
||||||
|
if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; }
|
||||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||||
@@ -623,6 +633,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
|
|||||||
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX11_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX11_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX11_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
// Get factory from device
|
// Get factory from device
|
||||||
IDXGIDevice* pDXGIDevice = nullptr;
|
IDXGIDevice* pDXGIDevice = nullptr;
|
||||||
|
|||||||
@@ -34,7 +34,7 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
|||||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
// [BETA] Selected render state data shared with callbacks.
|
// [BETA] Selected render state data shared with callbacks.
|
||||||
@@ -44,8 +44,9 @@ struct ImGui_ImplDX11_RenderState
|
|||||||
{
|
{
|
||||||
ID3D11Device* Device;
|
ID3D11Device* Device;
|
||||||
ID3D11DeviceContext* DeviceContext;
|
ID3D11DeviceContext* DeviceContext;
|
||||||
ID3D11SamplerState* SamplerDefault;
|
|
||||||
ID3D11Buffer* VertexConstantBuffer;
|
ID3D11Buffer* VertexConstantBuffer;
|
||||||
|
//ID3D11SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear)
|
||||||
|
//ID3D11SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest)
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -20,6 +20,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||||
// 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002)
|
// 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002)
|
||||||
// 2025-09-29: DirectX12: Rework synchronization logic. (#8961)
|
// 2025-09-29: DirectX12: Rework synchronization logic. (#8961)
|
||||||
// 2025-09-29: DirectX12: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965)
|
// 2025-09-29: DirectX12: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965)
|
||||||
@@ -91,10 +92,14 @@ struct ImGui_ImplDX12_Texture
|
|||||||
struct ImGui_ImplDX12_Data
|
struct ImGui_ImplDX12_Data
|
||||||
{
|
{
|
||||||
ImGui_ImplDX12_InitInfo InitInfo;
|
ImGui_ImplDX12_InitInfo InitInfo;
|
||||||
|
ImGui_ImplDX12_RenderState* RenderState;
|
||||||
|
|
||||||
IDXGIFactory5* pdxgiFactory;
|
IDXGIFactory5* pdxgiFactory;
|
||||||
ID3D12Device* pd3dDevice;
|
ID3D12Device* pd3dDevice;
|
||||||
ID3D12RootSignature* pRootSignature;
|
ID3D12RootSignature* pRootSignatureLinear;
|
||||||
ID3D12PipelineState* pPipelineState;
|
ID3D12RootSignature* pRootSignatureNearest;
|
||||||
|
ID3D12PipelineState* pPipelineStateLinear;
|
||||||
|
ID3D12PipelineState* pPipelineStateNearest;
|
||||||
ID3D12CommandQueue* pCommandQueue;
|
ID3D12CommandQueue* pCommandQueue;
|
||||||
bool commandQueueOwned;
|
bool commandQueueOwned;
|
||||||
DXGI_FORMAT RTVFormat;
|
DXGI_FORMAT RTVFormat;
|
||||||
@@ -141,10 +146,22 @@ struct VERTEX_CONSTANT_BUFFER_DX12
|
|||||||
};
|
};
|
||||||
|
|
||||||
// Functions
|
// Functions
|
||||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
|
static void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list)
|
||||||
{
|
{
|
||||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||||
|
command_list->SetPipelineState(bd->pPipelineStateLinear);
|
||||||
|
command_list->SetGraphicsRootSignature(bd->pRootSignatureLinear);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list)
|
||||||
|
{
|
||||||
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||||
|
command_list->SetPipelineState(bd->pPipelineStateNearest);
|
||||||
|
command_list->SetGraphicsRootSignature(bd->pRootSignatureNearest);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
|
||||||
|
{
|
||||||
// Setup orthographic projection matrix into our constant buffer
|
// Setup orthographic projection matrix into our constant buffer
|
||||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||||
VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
|
VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
|
||||||
@@ -182,12 +199,11 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
|
|||||||
command_list->IASetVertexBuffers(0, 1, &vbv);
|
command_list->IASetVertexBuffers(0, 1, &vbv);
|
||||||
D3D12_INDEX_BUFFER_VIEW ibv = {};
|
D3D12_INDEX_BUFFER_VIEW ibv = {};
|
||||||
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
|
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
|
||||||
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
|
ibv.SizeInBytes = (UINT)fr->IndexBufferSize * sizeof(ImDrawIdx);
|
||||||
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
||||||
command_list->IASetIndexBuffer(&ibv);
|
command_list->IASetIndexBuffer(&ibv);
|
||||||
command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||||
command_list->SetPipelineState(bd->pPipelineState);
|
ImGui_ImplDX12_SetupSamplerLinear(command_list);
|
||||||
command_list->SetGraphicsRootSignature(bd->pRootSignature);
|
|
||||||
command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
|
command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
|
||||||
|
|
||||||
// Setup blend factor
|
// Setup blend factor
|
||||||
@@ -203,6 +219,11 @@ static inline void SafeRelease(T*& res)
|
|||||||
res = nullptr;
|
res = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplDX12_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
static void ImGui_ImplDX12_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerLinear(bd->RenderState->CommandList); }
|
||||||
|
static void ImGui_ImplDX12_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerNearest(bd->RenderState->CommandList); }
|
||||||
|
|
||||||
// Render function
|
// Render function
|
||||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
|
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
|
||||||
{
|
{
|
||||||
@@ -300,7 +321,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
|||||||
ImGui_ImplDX12_RenderState render_state;
|
ImGui_ImplDX12_RenderState render_state;
|
||||||
render_state.Device = bd->pd3dDevice;
|
render_state.Device = bd->pd3dDevice;
|
||||||
render_state.CommandList = command_list;
|
render_state.CommandList = command_list;
|
||||||
platform_io.Renderer_RenderState = &render_state;
|
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
|
||||||
|
|
||||||
// Render command lists
|
// Render command lists
|
||||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||||
@@ -317,7 +338,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
|||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
if (pcmd->UserCallback == ImGui_ImplDX12_DrawCallback_ResetRenderState)
|
||||||
ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
|
ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
@@ -344,7 +365,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
|||||||
global_idx_offset += draw_list->IdxBuffer.Size;
|
global_idx_offset += draw_list->IdxBuffer.Size;
|
||||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||||
}
|
}
|
||||||
platform_io.Renderer_RenderState = nullptr;
|
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
|
static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
|
||||||
@@ -555,7 +576,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||||
if (!bd || !bd->pd3dDevice)
|
if (!bd || !bd->pd3dDevice)
|
||||||
return false;
|
return false;
|
||||||
if (bd->pPipelineState)
|
if (bd->pPipelineStateLinear)
|
||||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||||
|
|
||||||
HRESULT hr = ::CreateDXGIFactory1(IID_PPV_ARGS(&bd->pdxgiFactory));
|
HRESULT hr = ::CreateDXGIFactory1(IID_PPV_ARGS(&bd->pdxgiFactory));
|
||||||
@@ -624,7 +645,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||||||
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
|
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
|
||||||
// See https://github.com/ocornut/imgui/pull/3696 for details.
|
// See https://github.com/ocornut/imgui/pull/3696 for details.
|
||||||
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
|
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
|
||||||
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
|
for (int i = 0; i < IM_COUNTOF(localD3d12Paths); i++)
|
||||||
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
|
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
@@ -644,7 +665,15 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||||||
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
|
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
|
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureLinear));
|
||||||
|
blob->Release();
|
||||||
|
|
||||||
|
// Nearest sampler
|
||||||
|
staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
|
||||||
|
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureNearest));
|
||||||
blob->Release();
|
blob->Release();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -657,7 +686,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
|
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
|
||||||
psoDesc.NodeMask = 1;
|
psoDesc.NodeMask = 1;
|
||||||
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||||
psoDesc.pRootSignature = bd->pRootSignature;
|
psoDesc.pRootSignature = bd->pRootSignatureLinear;
|
||||||
psoDesc.SampleMask = UINT_MAX;
|
psoDesc.SampleMask = UINT_MAX;
|
||||||
psoDesc.NumRenderTargets = 1;
|
psoDesc.NumRenderTargets = 1;
|
||||||
psoDesc.RTVFormats[0] = bd->RTVFormat;
|
psoDesc.RTVFormats[0] = bd->RTVFormat;
|
||||||
@@ -780,7 +809,17 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||||||
desc.BackFace = desc.FrontFace;
|
desc.BackFace = desc.FrontFace;
|
||||||
}
|
}
|
||||||
|
|
||||||
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
|
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateLinear));
|
||||||
|
if (result_pipeline_state != S_OK)
|
||||||
|
{
|
||||||
|
vertexShaderBlob->Release();
|
||||||
|
pixelShaderBlob->Release();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
psoDesc.pRootSignature = bd->pRootSignatureNearest;
|
||||||
|
|
||||||
|
result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateNearest));
|
||||||
vertexShaderBlob->Release();
|
vertexShaderBlob->Release();
|
||||||
pixelShaderBlob->Release();
|
pixelShaderBlob->Release();
|
||||||
if (result_pipeline_state != S_OK)
|
if (result_pipeline_state != S_OK)
|
||||||
@@ -813,8 +852,11 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
|||||||
if (bd->commandQueueOwned)
|
if (bd->commandQueueOwned)
|
||||||
SafeRelease(bd->pCommandQueue);
|
SafeRelease(bd->pCommandQueue);
|
||||||
bd->commandQueueOwned = false;
|
bd->commandQueueOwned = false;
|
||||||
SafeRelease(bd->pRootSignature);
|
SafeRelease(bd->pRootSignatureLinear);
|
||||||
SafeRelease(bd->pPipelineState);
|
SafeRelease(bd->pRootSignatureNearest);
|
||||||
|
SafeRelease(bd->pPipelineStateLinear);
|
||||||
|
SafeRelease(bd->pPipelineStateNearest);
|
||||||
|
|
||||||
if (bd->pTexUploadBufferMapped)
|
if (bd->pTexUploadBufferMapped)
|
||||||
{
|
{
|
||||||
D3D12_RANGE range = { 0, bd->pTexUploadBufferSize };
|
D3D12_RANGE range = { 0, bd->pTexUploadBufferSize };
|
||||||
@@ -875,7 +917,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
|||||||
init_info = &bd->InitInfo;
|
init_info = &bd->InitInfo;
|
||||||
|
|
||||||
bd->pd3dDevice = init_info->Device;
|
bd->pd3dDevice = init_info->Device;
|
||||||
IM_ASSERT(init_info->CommandQueue != NULL);
|
IM_ASSERT(init_info->CommandQueue != nullptr);
|
||||||
bd->pCommandQueue = init_info->CommandQueue;
|
bd->pCommandQueue = init_info->CommandQueue;
|
||||||
bd->RTVFormat = init_info->RTVFormat;
|
bd->RTVFormat = init_info->RTVFormat;
|
||||||
bd->DSVFormat = init_info->DSVFormat;
|
bd->DSVFormat = init_info->DSVFormat;
|
||||||
@@ -888,6 +930,11 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
|||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX12_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX12_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX12_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||||
if (init_info->SrvDescriptorAllocFn == nullptr)
|
if (init_info->SrvDescriptorAllocFn == nullptr)
|
||||||
ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info);
|
ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info);
|
||||||
@@ -932,6 +979,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
|||||||
bool ret = ImGui_ImplDX12_Init(&init_info);
|
bool ret = ImGui_ImplDX12_Init(&init_info);
|
||||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||||
bd->commandQueueOwned = true;
|
bd->commandQueueOwned = true;
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
|
||||||
|
|
||||||
@@ -961,7 +1009,7 @@ void ImGui_ImplDX12_NewFrame()
|
|||||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
|
||||||
|
|
||||||
if (!bd->pPipelineState)
|
if (!bd->pPipelineStateLinear)
|
||||||
if (!ImGui_ImplDX12_CreateDeviceObjects())
|
if (!ImGui_ImplDX12_CreateDeviceObjects())
|
||||||
IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
|
IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -24,6 +24,12 @@
|
|||||||
#include <dxgiformat.h> // DXGI_FORMAT
|
#include <dxgiformat.h> // DXGI_FORMAT
|
||||||
#include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE
|
#include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE
|
||||||
|
|
||||||
|
// Clang/GCC warnings with -Weverything
|
||||||
|
#if defined(__clang__)
|
||||||
|
#pragma clang diagnostic push
|
||||||
|
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||||
|
#endif
|
||||||
|
|
||||||
// Initialization data, for ImGui_ImplDX12_Init()
|
// Initialization data, for ImGui_ImplDX12_Init()
|
||||||
struct ImGui_ImplDX12_InitInfo
|
struct ImGui_ImplDX12_InitInfo
|
||||||
{
|
{
|
||||||
@@ -44,7 +50,7 @@ struct ImGui_ImplDX12_InitInfo
|
|||||||
D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
|
D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
ImGui_ImplDX12_InitInfo() { memset(this, 0, sizeof(*this)); }
|
ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); }
|
||||||
};
|
};
|
||||||
|
|
||||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||||
@@ -64,7 +70,7 @@ IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames
|
|||||||
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
// [BETA] Selected render state data shared with callbacks.
|
// [BETA] Selected render state data shared with callbacks.
|
||||||
@@ -76,4 +82,8 @@ struct ImGui_ImplDX12_RenderState
|
|||||||
ID3D12GraphicsCommandList* CommandList;
|
ID3D12GraphicsCommandList* CommandList;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
#if defined(__clang__)
|
||||||
|
#pragma clang diagnostic pop
|
||||||
|
#endif
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -17,6 +17,8 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||||
|
// 2026-03-19: Fixed issue in ImGui_ImplDX9_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||||
// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||||
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||||
@@ -161,6 +163,11 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplDX9_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
static void ImGui_ImplDX9_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); }
|
||||||
|
static void ImGui_ImplDX9_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); }
|
||||||
|
|
||||||
// Render function.
|
// Render function.
|
||||||
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||||
{
|
{
|
||||||
@@ -183,14 +190,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
|||||||
{
|
{
|
||||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||||
if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
|
if (device->CreateVertexBuffer((UINT)bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||||
{
|
{
|
||||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||||
if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
|
if (device->CreateIndexBuffer((UINT)bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -268,8 +275,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
|||||||
if (pcmd->UserCallback != nullptr)
|
if (pcmd->UserCallback != nullptr)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplDX9_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
||||||
ImGui_ImplDX9_SetupRenderState(draw_data);
|
ImGui_ImplDX9_SetupRenderState(draw_data);
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
@@ -324,46 +330,6 @@ static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMA
|
|||||||
return support;
|
return support;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
IMGUI_CHECKVERSION();
|
|
||||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
||||||
|
|
||||||
// Setup backend capabilities flags
|
|
||||||
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
|
|
||||||
io.BackendRendererUserData = (void*)bd;
|
|
||||||
io.BackendRendererName = "imgui_impl_dx9";
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
|
||||||
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
||||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
|
|
||||||
|
|
||||||
bd->pd3dDevice = device;
|
|
||||||
bd->pd3dDevice->AddRef();
|
|
||||||
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplDX9_Shutdown()
|
|
||||||
{
|
|
||||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
|
||||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
||||||
|
|
||||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
|
||||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
|
||||||
|
|
||||||
io.BackendRendererName = nullptr;
|
|
||||||
io.BackendRendererUserData = nullptr;
|
|
||||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
|
||||||
platform_io.ClearRendererHandlers();
|
|
||||||
IM_DELETE(bd);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
|
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
|
||||||
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
|
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
|
||||||
{
|
{
|
||||||
@@ -431,6 +397,7 @@ void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
|
|||||||
}
|
}
|
||||||
else if (tex->Status == ImTextureStatus_WantDestroy)
|
else if (tex->Status == ImTextureStatus_WantDestroy)
|
||||||
{
|
{
|
||||||
|
if (tex->TexID != ImTextureID_Invalid)
|
||||||
if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID)
|
if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID)
|
||||||
{
|
{
|
||||||
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
|
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
|
||||||
@@ -475,6 +442,50 @@ void ImGui_ImplDX9_NewFrame()
|
|||||||
IM_UNUSED(bd);
|
IM_UNUSED(bd);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||||
|
|
||||||
|
// Setup backend capabilities flags
|
||||||
|
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
|
||||||
|
io.BackendRendererUserData = (void*)bd;
|
||||||
|
io.BackendRendererName = "imgui_impl_dx9";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX9_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX9_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX9_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
|
bd->pd3dDevice = device;
|
||||||
|
bd->pd3dDevice->AddRef();
|
||||||
|
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX9_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
|
||||||
|
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||||
|
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||||
|
|
||||||
|
io.BackendRendererName = nullptr;
|
||||||
|
io.BackendRendererUserData = nullptr;
|
||||||
|
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||||
|
platform_io.ClearRendererHandlers();
|
||||||
|
IM_DELETE(bd);
|
||||||
|
}
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -31,7 +31,7 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
|
|||||||
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
|
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -11,8 +11,8 @@
|
|||||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||||
// [X] Multiple Dear ImGui contexts support.
|
// [X] Multiple Dear ImGui contexts support.
|
||||||
// Missing features or Issues:
|
// Missing features or Issues:
|
||||||
// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
|
// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
|
||||||
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
||||||
|
|
||||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
@@ -29,6 +29,11 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-21: Added a Win32-specific implementation of ImGui_ImplGlfw_GetContentScaleXXXX functions for legacy GLFW 3.2.
|
||||||
|
// 2026-03-25: Mouse cursor is properly restored if changed by user app/code while using glfwSetInputMode(..., GLFW_CURSOR_DISABLED) or ImGuiConfigFlags_NoMouseCursorChange. Amend change from 2025-12-10.
|
||||||
|
// 2026-02-10: Try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if corresponding headers are not accessible. (#9225)
|
||||||
|
// 2025-12-12: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to forcefully disable either.
|
||||||
|
// 2025-12-10: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary. Lowers overhead for very high framerates (e.g. 10k+ FPS).
|
||||||
// 2025-11-06: Lower minimum requirement to GLFW 3.0. Though a recent version e.g GLFW 3.4 is highly recommended.
|
// 2025-11-06: Lower minimum requirement to GLFW 3.0. Though a recent version e.g GLFW 3.4 is highly recommended.
|
||||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||||
// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921)
|
// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921)
|
||||||
@@ -107,11 +112,25 @@
|
|||||||
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
|
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#if defined(__has_include)
|
||||||
|
#if !__has_include(<X11/Xlib.h>) || !__has_include(<X11/extensions/Xrandr.h>)
|
||||||
|
#define IMGUI_IMPL_GLFW_DISABLE_X11
|
||||||
|
#endif
|
||||||
|
#if !__has_include(<wayland-client.h>)
|
||||||
|
#define IMGUI_IMPL_GLFW_DISABLE_WAYLAND
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
// GLFW
|
// GLFW
|
||||||
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)
|
#if !defined(IMGUI_IMPL_GLFW_DISABLE_X11) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__))
|
||||||
#define GLFW_HAS_X11_OR_WAYLAND 1
|
#define GLFW_HAS_X11 1
|
||||||
#else
|
#else
|
||||||
#define GLFW_HAS_X11_OR_WAYLAND 0
|
#define GLFW_HAS_X11 0
|
||||||
|
#endif
|
||||||
|
#if !defined(IMGUI_IMPL_GLFW_DISABLE_WAYLAND) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__))
|
||||||
|
#define GLFW_HAS_WAYLAND 1
|
||||||
|
#else
|
||||||
|
#define GLFW_HAS_WAYLAND 0
|
||||||
#endif
|
#endif
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
@@ -125,7 +144,7 @@
|
|||||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||||
#endif
|
#endif
|
||||||
#include <GLFW/glfw3native.h>
|
#include <GLFW/glfw3native.h>
|
||||||
#elif GLFW_HAS_X11_OR_WAYLAND
|
#elif GLFW_HAS_X11
|
||||||
#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
|
#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
|
||||||
#define GLFW_EXPOSE_NATIVE_X11
|
#define GLFW_EXPOSE_NATIVE_X11
|
||||||
#endif
|
#endif
|
||||||
@@ -149,13 +168,13 @@
|
|||||||
|
|
||||||
// We gather version tests as define in order to easily see which features are version-dependent.
|
// We gather version tests as define in order to easily see which features are version-dependent.
|
||||||
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
|
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
|
||||||
|
#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor()
|
||||||
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
|
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
|
||||||
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
||||||
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
||||||
#else
|
#else
|
||||||
#define GLFW_HAS_NEW_CURSORS (0)
|
#define GLFW_HAS_NEW_CURSORS (0)
|
||||||
#endif
|
#endif
|
||||||
#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor()
|
|
||||||
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
|
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
|
||||||
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
|
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
|
||||||
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
|
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
|
||||||
@@ -188,12 +207,13 @@ struct ImGui_ImplGlfw_Data
|
|||||||
GLFWwindow* MouseWindow;
|
GLFWwindow* MouseWindow;
|
||||||
#if GLFW_HAS_CREATECURSOR
|
#if GLFW_HAS_CREATECURSOR
|
||||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||||
|
GLFWcursor* LastMouseCursor;
|
||||||
#endif
|
#endif
|
||||||
ImVec2 LastValidMousePos;
|
ImVec2 LastValidMousePos;
|
||||||
bool IsWayland;
|
bool IsWayland;
|
||||||
bool InstalledCallbacks;
|
bool InstalledCallbacks;
|
||||||
bool CallbacksChainForAllWindows;
|
bool CallbacksChainForAllWindows;
|
||||||
char BackendPlatformName[32];
|
char BackendPlatformName[40];
|
||||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||||
const char* CanvasSelector;
|
const char* CanvasSelector;
|
||||||
#endif
|
#endif
|
||||||
@@ -237,16 +257,16 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
|
|||||||
// Functions
|
// Functions
|
||||||
static bool ImGui_ImplGlfw_IsWayland()
|
static bool ImGui_ImplGlfw_IsWayland()
|
||||||
{
|
{
|
||||||
#if !GLFW_HAS_X11_OR_WAYLAND
|
#if !GLFW_HAS_WAYLAND
|
||||||
return false;
|
return false;
|
||||||
#elif GLFW_HAS_GETPLATFORM
|
#elif GLFW_HAS_GETPLATFORM
|
||||||
return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND;
|
return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND;
|
||||||
#else
|
#else
|
||||||
const char* version = glfwGetVersionString();
|
const char* version = glfwGetVersionString();
|
||||||
if (strstr(version, "Wayland") == NULL) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
|
if (strstr(version, "Wayland") == nullptr) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
|
||||||
return false;
|
return false;
|
||||||
#ifdef GLFW_EXPOSE_NATIVE_X11
|
#ifdef GLFW_EXPOSE_NATIVE_X11
|
||||||
if (glfwGetX11Display() != NULL)
|
if (glfwGetX11Display() != nullptr)
|
||||||
return false;
|
return false;
|
||||||
#endif
|
#endif
|
||||||
return true;
|
return true;
|
||||||
@@ -446,7 +466,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
|||||||
{
|
{
|
||||||
const char char_names[] = "`-=[]\\,;\'./";
|
const char char_names[] = "`-=[]\\,;\'./";
|
||||||
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
|
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
|
||||||
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
|
IM_ASSERT(IM_COUNTOF(char_names) == IM_COUNTOF(char_keys));
|
||||||
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
||||||
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
||||||
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
|
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
|
||||||
@@ -656,7 +676,13 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
|||||||
|
|
||||||
// Setup backend capabilities flags
|
// Setup backend capabilities flags
|
||||||
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
||||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
|
bd->Context = ImGui::GetCurrentContext();
|
||||||
|
bd->Window = window;
|
||||||
|
bd->Time = 0.0;
|
||||||
|
bd->IsWayland = ImGui_ImplGlfw_IsWayland();
|
||||||
|
ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
|
||||||
|
|
||||||
|
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)%s", GLFW_VERSION_COMBINED, bd->IsWayland ? " (Wayland)" : "");
|
||||||
io.BackendPlatformUserData = (void*)bd;
|
io.BackendPlatformUserData = (void*)bd;
|
||||||
io.BackendPlatformName = bd->BackendPlatformName;
|
io.BackendPlatformName = bd->BackendPlatformName;
|
||||||
#if GLFW_HAS_CREATECURSOR
|
#if GLFW_HAS_CREATECURSOR
|
||||||
@@ -664,12 +690,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
|||||||
#endif
|
#endif
|
||||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||||
|
|
||||||
bd->Context = ImGui::GetCurrentContext();
|
|
||||||
bd->Window = window;
|
|
||||||
bd->Time = 0.0;
|
|
||||||
bd->IsWayland = ImGui_ImplGlfw_IsWayland();
|
|
||||||
ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
|
|
||||||
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
#if GLFW_VERSION_COMBINED < 3300
|
#if GLFW_VERSION_COMBINED < 3300
|
||||||
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
|
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
|
||||||
@@ -841,23 +861,35 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
|
|||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||||
|
{
|
||||||
|
bd->LastMouseCursor = nullptr; // Invalidate so that if user changes underlying cursor we will update it next time we can.
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||||
{
|
{
|
||||||
GLFWwindow* window = bd->Window;
|
GLFWwindow* window = bd->Window;
|
||||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||||
|
{
|
||||||
|
if (bd->LastMouseCursor != nullptr)
|
||||||
{
|
{
|
||||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||||
|
bd->LastMouseCursor = nullptr;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Show OS mouse cursor
|
// Show OS mouse cursor
|
||||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||||
#if GLFW_HAS_CREATECURSOR
|
#if GLFW_HAS_CREATECURSOR
|
||||||
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
GLFWcursor* cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||||
|
if (bd->LastMouseCursor != cursor)
|
||||||
|
{
|
||||||
|
glfwSetCursor(window, cursor);
|
||||||
|
bd->LastMouseCursor = cursor;
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||||
}
|
}
|
||||||
@@ -917,12 +949,22 @@ static void ImGui_ImplGlfw_UpdateGamepads()
|
|||||||
#undef MAP_ANALOG
|
#undef MAP_ANALOG
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// For GFLW 3.2 + Windows: include a simplified non-monitor aware version of ImGui_ImplWin32_GetDpiScaleForMonitor().
|
||||||
|
// This is merely a band-aid to make using GLFW 3.2 a little bit nicer, but prefer to use GLFW 3.3+ or the full correct functions from the Win32 backend.
|
||||||
|
#if !GLFW_HAS_PER_MONITOR_DPI && defined(_WIN32) && !defined(NOGDI)
|
||||||
|
static float ImGui_ImplWin32_GetLegacyDpiScale() { const HDC dc = ::GetDC(nullptr); UINT xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); ::ReleaseDC(nullptr, dc); return (float)xdpi / 96.0f; }
|
||||||
|
static void glfwGetWindowContentScale(GLFWwindow*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); }
|
||||||
|
static void glfwGetMonitorContentScale(GLFWmonitor*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); }
|
||||||
|
#undef GLFW_HAS_PER_MONITOR_DPI
|
||||||
|
#define GLFW_HAS_PER_MONITOR_DPI 1
|
||||||
|
#endif
|
||||||
|
|
||||||
// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
|
// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
|
||||||
// - Apple platforms use FramebufferScale so we always return 1.0f.
|
// - Apple platforms use FramebufferScale so we always return 1.0f.
|
||||||
// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
|
// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
|
||||||
float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
|
float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
#if GLFW_HAS_X11_OR_WAYLAND
|
#if GLFW_HAS_WAYLAND
|
||||||
if (ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window))
|
if (ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window))
|
||||||
if (bd->IsWayland)
|
if (bd->IsWayland)
|
||||||
return 1.0f;
|
return 1.0f;
|
||||||
@@ -939,7 +981,7 @@ float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
|
|||||||
|
|
||||||
float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
|
float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
|
||||||
{
|
{
|
||||||
#if GLFW_HAS_X11_OR_WAYLAND
|
#if GLFW_HAS_WAYLAND
|
||||||
if (ImGui_ImplGlfw_IsWayland()) // We can't access our bd->IsWayland cache for a monitor.
|
if (ImGui_ImplGlfw_IsWayland()) // We can't access our bd->IsWayland cache for a monitor.
|
||||||
return 1.0f;
|
return 1.0f;
|
||||||
#endif
|
#endif
|
||||||
@@ -961,7 +1003,7 @@ static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window,
|
|||||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||||
float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f;
|
float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f;
|
||||||
float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f;
|
float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f;
|
||||||
#if GLFW_HAS_X11_OR_WAYLAND
|
#if GLFW_HAS_WAYLAND
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||||
if (!bd->IsWayland)
|
if (!bd->IsWayland)
|
||||||
fb_scale_x = fb_scale_y = 1.0f;
|
fb_scale_x = fb_scale_y = 1.0f;
|
||||||
@@ -985,7 +1027,7 @@ void ImGui_ImplGlfw_NewFrame()
|
|||||||
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
|
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
|
||||||
double current_time = glfwGetTime();
|
double current_time = glfwGetTime();
|
||||||
if (current_time <= bd->Time)
|
if (current_time <= bd->Time)
|
||||||
current_time = bd->Time + 0.00001f;
|
current_time = bd->Time + 0.00001;
|
||||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||||
bd->Time = current_time;
|
bd->Time = current_time;
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
// dear imgui: Platform Backend for GLFW
|
// dear imgui: Platform Backend for GLFW
|
||||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
||||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||||
|
// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Platform: Clipboard support.
|
// [X] Platform: Clipboard support.
|
||||||
@@ -10,8 +11,8 @@
|
|||||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||||
// [X] Multiple Dear ImGui contexts support.
|
// [X] Multiple Dear ImGui contexts support.
|
||||||
// Missing features or Issues:
|
// Missing features or Issues:
|
||||||
// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
|
// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
|
||||||
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
||||||
|
|
||||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
@@ -47,7 +48,7 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* wi
|
|||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
||||||
|
|
||||||
// GFLW callbacks options:
|
// GLFW callbacks options:
|
||||||
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
|
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
|
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
|
||||||
|
|
||||||
|
|||||||
@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
|
|||||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
|
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
|
||||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -67,7 +67,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
|||||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
|
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
|
||||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -16,10 +16,15 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-28: Added support for standard draw callbacks (in platform_io): DrawCallback_SetSamplerLinear and DrawCallback_SetSamplerNearest. (#9378, #9381)
|
||||||
|
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others are not yet supported). (#9378)
|
||||||
|
// 2026-04-14: Metal: use a dedicated bufferCacheLock to avoid crashing when bufferCache is replaced by a new object while being used for @synchronize(). (#9367)
|
||||||
|
// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343)
|
||||||
|
// 2026-03-19: Fixed issue in ImGui_ImplMetal_RenderDrawData() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||||
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
|
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
|
||||||
// 2025-02-03: Metal: Crash fix. (#8367)
|
// 2025-02-03: Metal: Crash fix. (#8367)
|
||||||
// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
|
// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
|
||||||
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
|
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
|
||||||
// 2022-07-05: Metal: Add dispatch synchronization.
|
// 2022-07-05: Metal: Add dispatch synchronization.
|
||||||
// 2022-06-30: Metal: Use __bridge for ARC based systems.
|
// 2022-06-30: Metal: Use __bridge for ARC based systems.
|
||||||
@@ -73,9 +78,12 @@
|
|||||||
@interface MetalContext : NSObject
|
@interface MetalContext : NSObject
|
||||||
@property (nonatomic, strong) id<MTLDevice> device;
|
@property (nonatomic, strong) id<MTLDevice> device;
|
||||||
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
|
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
|
||||||
|
@property (nonatomic, strong) id<MTLSamplerState> samplerStateLinear;
|
||||||
|
@property (nonatomic, strong) id<MTLSamplerState> samplerStateNearest;
|
||||||
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
|
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
|
||||||
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
|
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
|
||||||
@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
|
@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
|
||||||
|
@property (nonatomic, strong) NSObject* bufferCacheLock;
|
||||||
@property (nonatomic, assign) double lastBufferCachePurge;
|
@property (nonatomic, assign) double lastBufferCachePurge;
|
||||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
||||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
|
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
|
||||||
@@ -84,6 +92,7 @@
|
|||||||
struct ImGui_ImplMetal_Data
|
struct ImGui_ImplMetal_Data
|
||||||
{
|
{
|
||||||
MetalContext* SharedMetalContext;
|
MetalContext* SharedMetalContext;
|
||||||
|
id<MTLRenderCommandEncoder> RenderCommandEncoder;
|
||||||
|
|
||||||
ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
|
ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||||
};
|
};
|
||||||
@@ -126,41 +135,6 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
|||||||
|
|
||||||
#pragma mark - Dear ImGui Metal Backend API
|
#pragma mark - Dear ImGui Metal Backend API
|
||||||
|
|
||||||
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
IMGUI_CHECKVERSION();
|
|
||||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
||||||
|
|
||||||
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
|
|
||||||
io.BackendRendererUserData = (void*)bd;
|
|
||||||
io.BackendRendererName = "imgui_impl_metal";
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
|
||||||
|
|
||||||
bd->SharedMetalContext = [[MetalContext alloc] init];
|
|
||||||
bd->SharedMetalContext.device = device;
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplMetal_Shutdown()
|
|
||||||
{
|
|
||||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
|
||||||
IM_UNUSED(bd);
|
|
||||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
||||||
|
|
||||||
ImGui_ImplMetal_DestroyDeviceObjects();
|
|
||||||
ImGui_ImplMetal_DestroyBackendData();
|
|
||||||
|
|
||||||
io.BackendRendererName = nullptr;
|
|
||||||
io.BackendRendererUserData = nullptr;
|
|
||||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
|
||||||
platform_io.ClearRendererHandlers();
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
||||||
{
|
{
|
||||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||||
@@ -213,11 +187,16 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLComman
|
|||||||
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
|
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
|
||||||
|
|
||||||
[commandEncoder setRenderPipelineState:renderPipelineState];
|
[commandEncoder setRenderPipelineState:renderPipelineState];
|
||||||
|
[commandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0];
|
||||||
|
|
||||||
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
|
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:vertexBufferOffset atIndex:0];
|
||||||
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplMetal_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
static void ImGui_ImplMetal_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0]; }
|
||||||
|
static void ImGui_ImplMetal_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateNearest atIndex:0]; }
|
||||||
|
|
||||||
// Metal Render function.
|
// Metal Render function.
|
||||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
||||||
{
|
{
|
||||||
@@ -254,6 +233,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
|
|||||||
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||||
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||||
|
|
||||||
|
bd->RenderCommandEncoder = commandEncoder;
|
||||||
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
|
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
|
||||||
|
|
||||||
// Will project scissor/clipping rectangles into framebuffer space
|
// Will project scissor/clipping rectangles into framebuffer space
|
||||||
@@ -274,8 +254,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
|
|||||||
if (pcmd->UserCallback)
|
if (pcmd->UserCallback)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplMetal_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
||||||
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
|
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
@@ -289,8 +268,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
|
|||||||
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
|
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
|
||||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||||
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||||
continue;
|
continue;
|
||||||
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
|
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
|
||||||
@@ -307,7 +286,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
|
|||||||
[commandEncoder setScissorRect:scissorRect];
|
[commandEncoder setScissorRect:scissorRect];
|
||||||
|
|
||||||
// Bind texture, Draw
|
// Bind texture, Draw
|
||||||
if (ImTextureID tex_id = pcmd->GetTexID())
|
ImTextureID tex_id = pcmd->GetTexID();
|
||||||
|
if (tex_id != ImTextureID_Invalid)
|
||||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(void*)(intptr_t)(tex_id) atIndex:0];
|
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(void*)(intptr_t)(tex_id) atIndex:0];
|
||||||
|
|
||||||
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
|
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
|
||||||
@@ -326,14 +306,13 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
|
|||||||
MetalContext* sharedMetalContext = bd->SharedMetalContext;
|
MetalContext* sharedMetalContext = bd->SharedMetalContext;
|
||||||
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
||||||
{
|
{
|
||||||
dispatch_async(dispatch_get_main_queue(), ^{
|
@synchronized(sharedMetalContext.bufferCacheLock)
|
||||||
@synchronized(sharedMetalContext.bufferCache)
|
|
||||||
{
|
{
|
||||||
[sharedMetalContext.bufferCache addObject:vertexBuffer];
|
[sharedMetalContext.bufferCache addObject:vertexBuffer];
|
||||||
[sharedMetalContext.bufferCache addObject:indexBuffer];
|
[sharedMetalContext.bufferCache addObject:indexBuffer];
|
||||||
}
|
}
|
||||||
});
|
|
||||||
}];
|
}];
|
||||||
|
bd->RenderCommandEncoder = nil;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
|
static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
|
||||||
@@ -410,7 +389,17 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
|
|||||||
depthStencilDescriptor.depthWriteEnabled = NO;
|
depthStencilDescriptor.depthWriteEnabled = NO;
|
||||||
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
||||||
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
||||||
|
MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
|
||||||
|
samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear;
|
||||||
|
samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear;
|
||||||
|
samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear;
|
||||||
|
bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor];
|
||||||
|
samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
|
||||||
|
samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
|
||||||
|
samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest;
|
||||||
|
bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor];
|
||||||
#ifdef IMGUI_IMPL_METAL_CPP
|
#ifdef IMGUI_IMPL_METAL_CPP
|
||||||
|
[samplerDescriptor release];
|
||||||
[depthStencilDescriptor release];
|
[depthStencilDescriptor release];
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@@ -427,6 +416,48 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
|||||||
ImGui_ImplMetal_DestroyTexture(tex);
|
ImGui_ImplMetal_DestroyTexture(tex);
|
||||||
|
|
||||||
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
||||||
|
bd->SharedMetalContext.samplerStateLinear = nil;
|
||||||
|
bd->SharedMetalContext.samplerStateNearest = nil;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||||
|
|
||||||
|
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
|
||||||
|
io.BackendRendererUserData = (void*)bd;
|
||||||
|
io.BackendRendererName = "imgui_impl_metal";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
|
bd->SharedMetalContext = [[MetalContext alloc] init];
|
||||||
|
bd->SharedMetalContext.device = device;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplMetal_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||||
|
IM_UNUSED(bd);
|
||||||
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
|
||||||
|
ImGui_ImplMetal_DestroyDeviceObjects();
|
||||||
|
ImGui_ImplMetal_DestroyBackendData();
|
||||||
|
|
||||||
|
io.BackendRendererName = nullptr;
|
||||||
|
io.BackendRendererUserData = nullptr;
|
||||||
|
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||||
|
platform_io.ClearRendererHandlers();
|
||||||
}
|
}
|
||||||
|
|
||||||
#pragma mark - MetalBuffer implementation
|
#pragma mark - MetalBuffer implementation
|
||||||
@@ -512,6 +543,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
|||||||
{
|
{
|
||||||
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
|
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
|
||||||
self.bufferCache = [NSMutableArray array];
|
self.bufferCache = [NSMutableArray array];
|
||||||
|
self.bufferCacheLock = [[NSObject alloc] init];
|
||||||
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
|
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
|
||||||
}
|
}
|
||||||
return self;
|
return self;
|
||||||
@@ -519,9 +551,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
|||||||
|
|
||||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||||||
{
|
{
|
||||||
uint64_t now = GetMachAbsoluteTimeInSeconds();
|
double now = GetMachAbsoluteTimeInSeconds();
|
||||||
|
|
||||||
@synchronized(self.bufferCache)
|
@synchronized(self.bufferCacheLock)
|
||||||
{
|
{
|
||||||
// Purge old buffers that haven't been useful for a while
|
// Purge old buffers that haven't been useful for a while
|
||||||
if (now - self.lastBufferCachePurge > 1.0)
|
if (now - self.lastBufferCachePurge > 1.0)
|
||||||
@@ -588,9 +620,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
|||||||
"}\n"
|
"}\n"
|
||||||
"\n"
|
"\n"
|
||||||
"fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
|
"fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
|
||||||
" texture2d<half, access::sample> texture [[texture(0)]]) {\n"
|
" texture2d<half, access::sample> texture [[texture(0)]],\n"
|
||||||
" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
|
" sampler textureSampler [[sampler(0)]]) {\n"
|
||||||
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
|
" half4 texColor = texture.sample(textureSampler, in.texCoords);\n"
|
||||||
" return half4(in.color) * texColor;\n"
|
" return half4(in.color) * texColor;\n"
|
||||||
"}\n";
|
"}\n";
|
||||||
|
|
||||||
|
|||||||
58
backends/imgui_impl_metal4.h
Normal file
58
backends/imgui_impl_metal4.h
Normal file
@@ -0,0 +1,58 @@
|
|||||||
|
// dear imgui: Renderer Backend for Metal 4
|
||||||
|
// This needs to be used along with a Platform Backend (e.g. OSX)
|
||||||
|
// Metal 4 requires Apple Silicon and macOS 26+.
|
||||||
|
|
||||||
|
// Implemented features:
|
||||||
|
// [X] Renderer: User texture binding. Use 'MTLTexture.gpuResourceID' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||||
|
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||||
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||||
|
// Missing features or Issues:
|
||||||
|
// [ ] Metal-cpp support.
|
||||||
|
// [ ] Texture view pool support? Reevaluate which type to use for ImtextureID.
|
||||||
|
|
||||||
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
|
// Learn about Dear ImGui:
|
||||||
|
// - FAQ https://dearimgui.com/faq
|
||||||
|
// - Getting Started https://dearimgui.com/getting-started
|
||||||
|
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||||
|
// - Introduction, links and more at the top of imgui.cpp
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
#include "imgui.h" // IMGUI_IMPL_API
|
||||||
|
#ifndef IMGUI_DISABLE
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
// ObjC API
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
#ifdef __OBJC__
|
||||||
|
|
||||||
|
@class MTL4RenderPassDescriptor;
|
||||||
|
@protocol MTLDevice, MTL4CommandBuffer, MTL4RenderCommandEncoder, MTL4CommandQueue;
|
||||||
|
|
||||||
|
// framesInFlight must match the number of frames your application keeps in flight (e.g. the size of your own
|
||||||
|
// command buffer/allocator ring). The backend uses it to size its own per-frame-in-flight resources (constant
|
||||||
|
// buffer, vertex/index buffer cache) so the CPU never overwrites a slot the GPU may still be reading.
|
||||||
|
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplMetal4_Init(id<MTLDevice> device, id<MTL4CommandQueue> commandQueue, int framesInFlight);
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplMetal4_Shutdown();
|
||||||
|
// frameInFlightIndex must match the slot you use to index your own per-frame-in-flight resources
|
||||||
|
// (e.g. the same index used to pick your command buffer/allocator), and must be < framesInFlight passed to Init().
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplMetal4_NewFrame(MTL4RenderPassDescriptor* renderPassDescriptor, int frameInFlightIndex);
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplMetal4_RenderDrawData(ImDrawData* drawData,
|
||||||
|
id<MTL4CommandBuffer> commandBuffer,
|
||||||
|
id<MTL4RenderCommandEncoder> commandEncoder);
|
||||||
|
|
||||||
|
// Called by Init/NewFrame/Shutdown
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplMetal4_CreateDeviceObjects(id<MTLDevice> device);
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplMetal4_DestroyDeviceObjects();
|
||||||
|
|
||||||
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplMetal4_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
708
backends/imgui_impl_metal4.mm
Normal file
708
backends/imgui_impl_metal4.mm
Normal file
@@ -0,0 +1,708 @@
|
|||||||
|
// dear imgui: Renderer Backend for Metal 4
|
||||||
|
// This needs to be used along with a Platform Backend (e.g. OSX)
|
||||||
|
// Metal 4 requires Apple Silicon and macOS 26+.
|
||||||
|
|
||||||
|
// Implemented features:
|
||||||
|
// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||||
|
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||||
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||||
|
// Missing features or Issues:
|
||||||
|
// [ ] Metal-cpp support.
|
||||||
|
// [ ] Texture view pool support? Reevaluate which type to use for ImtextureID.
|
||||||
|
|
||||||
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
|
// Learn about Dear ImGui:
|
||||||
|
// - FAQ https://dearimgui.com/faq
|
||||||
|
// - Getting Started https://dearimgui.com/getting-started
|
||||||
|
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||||
|
// - Introduction, links and more at the top of imgui.cpp
|
||||||
|
|
||||||
|
// CHANGELOG
|
||||||
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-07-02: Metal 4: Added new Metal 4 backend implementation. (#9458)
|
||||||
|
|
||||||
|
#include "imgui.h"
|
||||||
|
#ifndef IMGUI_DISABLE
|
||||||
|
#include "imgui_impl_metal4.h"
|
||||||
|
#import <time.h>
|
||||||
|
#import <Metal/Metal.h>
|
||||||
|
|
||||||
|
#pragma mark - Support classes and structs
|
||||||
|
|
||||||
|
struct ImGui_Metal4_ConstantData
|
||||||
|
{
|
||||||
|
float ModelViewProjectionMatrix[4][4];
|
||||||
|
};
|
||||||
|
|
||||||
|
@interface MetalBuffer : NSObject
|
||||||
|
@property (nonatomic, strong) id<MTLBuffer> buffer;
|
||||||
|
@property (nonatomic, assign) double lastReuseTime;
|
||||||
|
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
|
||||||
|
@end
|
||||||
|
|
||||||
|
// An object that encapsulates the data necessary to uniquely identify a
|
||||||
|
// render pipeline state. These are used as cache keys.
|
||||||
|
@interface FramebufferDescriptor : NSObject<NSCopying>
|
||||||
|
@property (nonatomic, assign) unsigned long sampleCount;
|
||||||
|
@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
|
||||||
|
@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
|
||||||
|
@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
|
||||||
|
- (instancetype)initWithRenderPassDescriptor:(MTL4RenderPassDescriptor*)renderPassDescriptor;
|
||||||
|
@end
|
||||||
|
|
||||||
|
@interface MetalTexture : NSObject
|
||||||
|
@property (nonatomic, strong) id<MTLTexture> metalTexture;
|
||||||
|
- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture;
|
||||||
|
@end
|
||||||
|
|
||||||
|
// A singleton that stores long-lived objects that are needed by the Metal
|
||||||
|
// renderer backend. Stores the render pipeline state cache and the default
|
||||||
|
// font texture, and manages the reusable buffer cache.
|
||||||
|
@interface MetalContext : NSObject
|
||||||
|
@property (nonatomic, strong) id<MTLDevice> device;
|
||||||
|
@property (nonatomic, strong) id<MTL4CommandQueue> commandQueue;
|
||||||
|
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
|
||||||
|
@property (nonatomic, strong) id<MTL4ArgumentTable> argumentTable;
|
||||||
|
@property (nonatomic, strong) id<MTLSamplerState> samplerStateLinear;
|
||||||
|
@property (nonatomic, strong) id<MTLSamplerState> samplerStateNearest;
|
||||||
|
@property (nonatomic, strong) id<MTLResidencySet> residencySet;
|
||||||
|
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor;
|
||||||
|
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache;
|
||||||
|
@property (nonatomic, assign) NSUInteger framesInFlight;
|
||||||
|
@property (nonatomic, assign) NSUInteger currentFrameSlot;
|
||||||
|
@property (nonatomic, strong) NSArray<id<MTLBuffer>>* constantBuffers;
|
||||||
|
@property (nonatomic, assign) ImGui_Metal4_ConstantData** constantBufferContentsArray;
|
||||||
|
@property (nonatomic, strong) NSMutableArray<NSMutableArray<MetalBuffer*>*>* bufferCaches;
|
||||||
|
@property (nonatomic, strong) NSObject* bufferCacheLock;
|
||||||
|
@property (nonatomic, assign) double lastBufferCachePurge;
|
||||||
|
- (id<MTLBuffer>)currentConstantBuffer;
|
||||||
|
- (ImGui_Metal4_ConstantData*)currentConstantBufferContents;
|
||||||
|
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
||||||
|
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
|
||||||
|
@end
|
||||||
|
|
||||||
|
struct ImGui_ImplMetal4_Data
|
||||||
|
{
|
||||||
|
MetalContext* SharedMetalContext;
|
||||||
|
id<MTL4RenderCommandEncoder> RenderCommandEncoder;
|
||||||
|
|
||||||
|
ImGui_ImplMetal4_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||||
|
};
|
||||||
|
|
||||||
|
static ImGui_ImplMetal4_Data* ImGui_ImplMetal4_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal4_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
|
||||||
|
static void ImGui_ImplMetal4_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal4_GetBackendData()); }
|
||||||
|
|
||||||
|
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
|
||||||
|
|
||||||
|
#pragma mark - Dear ImGui Metal Backend API
|
||||||
|
|
||||||
|
void ImGui_ImplMetal4_NewFrame(MTL4RenderPassDescriptor* renderPassDescriptor, int frameInFlightIndex)
|
||||||
|
{
|
||||||
|
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal4_Init()?");
|
||||||
|
IM_ASSERT(frameInFlightIndex < bd->SharedMetalContext.framesInFlight && "frameInFlightIndex out of range! See framesInFlight passed to ImGui_ImplMetal4_Init().");
|
||||||
|
#ifdef IMGUI_IMPL_METAL_CPP
|
||||||
|
bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
|
||||||
|
#else
|
||||||
|
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
||||||
|
#endif
|
||||||
|
bd->SharedMetalContext.currentFrameSlot = (NSUInteger)frameInFlightIndex;
|
||||||
|
if (bd->SharedMetalContext.depthStencilState == nil)
|
||||||
|
ImGui_ImplMetal4_CreateDeviceObjects(bd->SharedMetalContext.device);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplMetal4_SetupRenderState(ImDrawData* draw_data, id<MTL4CommandBuffer> commandBuffer,
|
||||||
|
id<MTL4RenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
|
||||||
|
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
|
||||||
|
{
|
||||||
|
IM_UNUSED(commandBuffer);
|
||||||
|
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||||
|
[commandEncoder setCullMode:MTLCullModeNone];
|
||||||
|
[commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
|
||||||
|
|
||||||
|
// Setup viewport, orthographic projection matrix
|
||||||
|
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
||||||
|
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||||
|
MTLViewport viewport =
|
||||||
|
{
|
||||||
|
.originX = 0.0,
|
||||||
|
.originY = 0.0,
|
||||||
|
.width = (double)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x),
|
||||||
|
.height = (double)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y),
|
||||||
|
.znear = 0.0,
|
||||||
|
.zfar = 1.0
|
||||||
|
};
|
||||||
|
[commandEncoder setViewport:viewport];
|
||||||
|
|
||||||
|
float L = draw_data->DisplayPos.x;
|
||||||
|
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||||
|
float T = draw_data->DisplayPos.y;
|
||||||
|
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||||
|
float N = (float)viewport.znear;
|
||||||
|
float F = (float)viewport.zfar;
|
||||||
|
const float ortho_projection[4][4] =
|
||||||
|
{
|
||||||
|
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||||
|
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||||
|
{ 0.0f, 0.0f, 1/(F-N), 0.0f },
|
||||||
|
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
|
||||||
|
};
|
||||||
|
ImGui_Metal4_ConstantData* constantBufferContents = [bd->SharedMetalContext currentConstantBufferContents];
|
||||||
|
memcpy(constantBufferContents->ModelViewProjectionMatrix, ortho_projection, sizeof(ortho_projection));
|
||||||
|
|
||||||
|
id<MTL4ArgumentTable> argumentTable = bd->SharedMetalContext.argumentTable;
|
||||||
|
[argumentTable setAddress:[bd->SharedMetalContext currentConstantBuffer].gpuAddress atIndex:1];
|
||||||
|
[argumentTable setAddress:(vertexBuffer.buffer.gpuAddress + vertexBufferOffset) attributeStride:sizeof(ImDrawVert) atIndex:0];
|
||||||
|
[argumentTable setSamplerState:bd->SharedMetalContext.samplerStateLinear.gpuResourceID atIndex:0];
|
||||||
|
[commandEncoder setArgumentTable:argumentTable atStages:MTLRenderStageVertex | MTLRenderStageFragment];
|
||||||
|
[commandEncoder setRenderPipelineState:renderPipelineState];
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplMetal4_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
static void ImGui_ImplMetal4_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); [bd->SharedMetalContext.argumentTable setSamplerState:bd->SharedMetalContext.samplerStateLinear.gpuResourceID atIndex:0]; }
|
||||||
|
static void ImGui_ImplMetal4_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); [bd->SharedMetalContext.argumentTable setSamplerState:bd->SharedMetalContext.samplerStateNearest.gpuResourceID atIndex:0]; }
|
||||||
|
|
||||||
|
void ImGui_ImplMetal4_RenderDrawData(ImDrawData* draw_data, id<MTL4CommandBuffer> commandBuffer, id<MTL4RenderCommandEncoder> commandEncoder)
|
||||||
|
{
|
||||||
|
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||||
|
MetalContext* ctx = bd->SharedMetalContext;
|
||||||
|
|
||||||
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||||
|
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||||
|
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||||
|
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||||
|
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||||
|
if (draw_data->Textures != nullptr)
|
||||||
|
for (ImTextureData* tex : *draw_data->Textures)
|
||||||
|
if (tex->Status != ImTextureStatus_OK)
|
||||||
|
ImGui_ImplMetal4_UpdateTexture(tex);
|
||||||
|
|
||||||
|
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
|
||||||
|
// The hit rate for this cache should be very near 100%.
|
||||||
|
id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
|
||||||
|
if (renderPipelineState == nil)
|
||||||
|
{
|
||||||
|
// No luck; make a new render pipeline state
|
||||||
|
renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
|
||||||
|
|
||||||
|
// Cache render pipeline state for later reuse
|
||||||
|
ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
|
||||||
|
}
|
||||||
|
|
||||||
|
size_t vertexBufferLength = (size_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||||
|
size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||||
|
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||||
|
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||||
|
|
||||||
|
bd->RenderCommandEncoder = commandEncoder;
|
||||||
|
ImGui_ImplMetal4_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
|
||||||
|
|
||||||
|
// Will project scissor/clipping rectangles into framebuffer space
|
||||||
|
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||||
|
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||||
|
|
||||||
|
// Before rendering command lists, commit residency set
|
||||||
|
[bd->SharedMetalContext.residencySet commit];
|
||||||
|
|
||||||
|
// Render command lists
|
||||||
|
size_t vertexBufferOffset = 0;
|
||||||
|
size_t indexBufferOffset = 0;
|
||||||
|
for (const ImDrawList* draw_list : draw_data->CmdLists)
|
||||||
|
{
|
||||||
|
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||||
|
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||||
|
|
||||||
|
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||||
|
{
|
||||||
|
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||||
|
if (pcmd->UserCallback)
|
||||||
|
{
|
||||||
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
|
if (pcmd->UserCallback == ImGui_ImplMetal4_DrawCallback_ResetRenderState)
|
||||||
|
ImGui_ImplMetal4_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
|
||||||
|
else
|
||||||
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Project scissor/clipping rectangles into framebuffer space
|
||||||
|
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||||
|
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||||
|
|
||||||
|
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
|
||||||
|
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||||
|
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||||
|
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||||||
|
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||||||
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||||
|
continue;
|
||||||
|
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Apply scissor/clipping rectangle
|
||||||
|
MTLScissorRect scissorRect =
|
||||||
|
{
|
||||||
|
.x = NSUInteger(clip_min.x),
|
||||||
|
.y = NSUInteger(clip_min.y),
|
||||||
|
.width = NSUInteger(clip_max.x - clip_min.x),
|
||||||
|
.height = NSUInteger(clip_max.y - clip_min.y)
|
||||||
|
};
|
||||||
|
[commandEncoder setScissorRect:scissorRect];
|
||||||
|
|
||||||
|
// Bind texture, Draw
|
||||||
|
ImTextureID tex_id = pcmd->GetTexID();
|
||||||
|
if (tex_id != ImTextureID_Invalid)
|
||||||
|
{
|
||||||
|
id<MTLTexture> texture = (__bridge id<MTLTexture>)(void*)(intptr_t)tex_id;
|
||||||
|
[bd->SharedMetalContext.argumentTable setTexture:texture.gpuResourceID atIndex:0];
|
||||||
|
}
|
||||||
|
|
||||||
|
[bd->SharedMetalContext.argumentTable setAddress:(vertexBuffer.buffer.gpuAddress + vertexBufferOffset + (pcmd->VtxOffset * sizeof(ImDrawVert))) attributeStride:sizeof(ImDrawVert) atIndex:0];
|
||||||
|
|
||||||
|
size_t indexBufferCmdOffset = indexBufferOffset + (pcmd->IdxOffset * sizeof(ImDrawIdx));
|
||||||
|
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
||||||
|
indexCount:pcmd->ElemCount
|
||||||
|
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
|
||||||
|
indexBuffer:indexBuffer.buffer.gpuAddress + indexBufferCmdOffset
|
||||||
|
indexBufferLength:indexBuffer.buffer.length - indexBufferCmdOffset];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||||
|
indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||||
|
}
|
||||||
|
|
||||||
|
MetalContext* sharedMetalContext = bd->SharedMetalContext;
|
||||||
|
@synchronized(sharedMetalContext.bufferCacheLock)
|
||||||
|
{
|
||||||
|
NSMutableArray<MetalBuffer*>* slotCache = sharedMetalContext.bufferCaches[sharedMetalContext.currentFrameSlot];
|
||||||
|
[slotCache addObject:vertexBuffer];
|
||||||
|
[slotCache addObject:indexBuffer];
|
||||||
|
}
|
||||||
|
bd->RenderCommandEncoder = nil;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplMetal4_DestroyTexture(ImTextureData* tex)
|
||||||
|
{
|
||||||
|
if (MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData))
|
||||||
|
{
|
||||||
|
IM_ASSERT(backend_tex.metalTexture == (__bridge id<MTLTexture>)(void*)(intptr_t)tex->TexID);
|
||||||
|
backend_tex.metalTexture = nil;
|
||||||
|
|
||||||
|
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||||
|
tex->SetTexID(ImTextureID_Invalid);
|
||||||
|
tex->BackendUserData = nullptr;
|
||||||
|
}
|
||||||
|
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplMetal4_UpdateTexture(ImTextureData* tex)
|
||||||
|
{
|
||||||
|
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||||
|
if (tex->Status == ImTextureStatus_WantCreate)
|
||||||
|
{
|
||||||
|
// Create and upload new texture to graphics system
|
||||||
|
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||||
|
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||||
|
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||||
|
|
||||||
|
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
|
||||||
|
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
|
||||||
|
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
|
||||||
|
// You can make that change in your implementation.
|
||||||
|
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
|
||||||
|
width:(NSUInteger)tex->Width
|
||||||
|
height:(NSUInteger)tex->Height
|
||||||
|
mipmapped:NO];
|
||||||
|
textureDescriptor.usage = MTLTextureUsageShaderRead;
|
||||||
|
textureDescriptor.storageMode = MTLStorageModeShared;
|
||||||
|
|
||||||
|
id <MTLTexture> texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor];
|
||||||
|
[bd->SharedMetalContext.residencySet addAllocation:texture];
|
||||||
|
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4];
|
||||||
|
MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture];
|
||||||
|
|
||||||
|
// Store identifiers
|
||||||
|
tex->SetTexID((ImTextureID)(intptr_t)texture);
|
||||||
|
tex->SetStatus(ImTextureStatus_OK);
|
||||||
|
tex->BackendUserData = (__bridge_retained void*)(backend_tex);
|
||||||
|
}
|
||||||
|
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||||
|
{
|
||||||
|
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||||
|
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||||
|
MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData);
|
||||||
|
for (ImTextureRect& r : tex->Updates)
|
||||||
|
{
|
||||||
|
[backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h)
|
||||||
|
mipmapLevel:0
|
||||||
|
withBytes:tex->GetPixelsAt(r.x, r.y)
|
||||||
|
bytesPerRow:(NSUInteger)tex->Width * 4];
|
||||||
|
}
|
||||||
|
tex->SetStatus(ImTextureStatus_OK);
|
||||||
|
}
|
||||||
|
else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||||
|
{
|
||||||
|
ImGui_ImplMetal4_DestroyTexture(tex);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplMetal4_CreateDeviceObjects(id<MTLDevice> device)
|
||||||
|
{
|
||||||
|
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||||
|
|
||||||
|
MTLResidencySetDescriptor* residencySetDescriptor = [[MTLResidencySetDescriptor alloc] init];
|
||||||
|
residencySetDescriptor.initialCapacity = 1000;
|
||||||
|
|
||||||
|
NSError* error = nil;
|
||||||
|
bd->SharedMetalContext.residencySet = [device newResidencySetWithDescriptor:residencySetDescriptor error:&error];
|
||||||
|
IM_ASSERT(bd->SharedMetalContext.residencySet != nil && error == nil);
|
||||||
|
|
||||||
|
[bd->SharedMetalContext.commandQueue addResidencySet:bd->SharedMetalContext.residencySet];
|
||||||
|
|
||||||
|
MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
|
||||||
|
depthStencilDescriptor.depthWriteEnabled = NO;
|
||||||
|
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
||||||
|
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
||||||
|
MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
|
||||||
|
samplerDescriptor.supportArgumentBuffers = YES;
|
||||||
|
samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear;
|
||||||
|
samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear;
|
||||||
|
samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear;
|
||||||
|
bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor];
|
||||||
|
samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
|
||||||
|
samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
|
||||||
|
samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest;
|
||||||
|
bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor];
|
||||||
|
|
||||||
|
NSMutableArray<id<MTLBuffer>>* constantBuffers = [NSMutableArray array];
|
||||||
|
ImGui_Metal4_ConstantData** constantBufferContentsArray = (ImGui_Metal4_ConstantData**)malloc(sizeof(ImGui_Metal4_ConstantData*) * bd->SharedMetalContext.framesInFlight);
|
||||||
|
for (NSUInteger i = 0; i < bd->SharedMetalContext.framesInFlight; i++)
|
||||||
|
{
|
||||||
|
id<MTLBuffer> constantBuffer = [device newBufferWithLength:sizeof(ImGui_Metal4_ConstantData) options:MTLResourceStorageModeShared];
|
||||||
|
[constantBuffers addObject:constantBuffer];
|
||||||
|
constantBufferContentsArray[i] = (ImGui_Metal4_ConstantData*)constantBuffer.contents;
|
||||||
|
[bd->SharedMetalContext.residencySet addAllocation:constantBuffer];
|
||||||
|
}
|
||||||
|
bd->SharedMetalContext.constantBuffers = constantBuffers;
|
||||||
|
bd->SharedMetalContext.constantBufferContentsArray = constantBufferContentsArray;
|
||||||
|
|
||||||
|
MTL4ArgumentTableDescriptor* argumentTableDescriptor = [[MTL4ArgumentTableDescriptor alloc] init];
|
||||||
|
argumentTableDescriptor.maxBufferBindCount = 8;
|
||||||
|
argumentTableDescriptor.maxTextureBindCount = 8;
|
||||||
|
argumentTableDescriptor.maxSamplerStateBindCount = 8;
|
||||||
|
argumentTableDescriptor.supportAttributeStrides = YES; // required: vertex buffer is bound via setAddress:stride:atIndex: for stage_in fetch
|
||||||
|
|
||||||
|
bd->SharedMetalContext.argumentTable = [device newArgumentTableWithDescriptor:argumentTableDescriptor error:&error];
|
||||||
|
IM_ASSERT(bd->SharedMetalContext.argumentTable != nil && error == nil);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplMetal4_DestroyDeviceObjects()
|
||||||
|
{
|
||||||
|
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||||
|
|
||||||
|
// Destroy all textures
|
||||||
|
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||||
|
if (tex->RefCount == 1)
|
||||||
|
ImGui_ImplMetal4_DestroyTexture(tex);
|
||||||
|
|
||||||
|
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
||||||
|
bd->SharedMetalContext.samplerStateLinear = nil;
|
||||||
|
bd->SharedMetalContext.samplerStateNearest = nil;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplMetal4_Init(id<MTLDevice> device, id<MTL4CommandQueue> commandQueue, int framesInFlight)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||||
|
IM_ASSERT(framesInFlight > 0 && "framesInFlight must be at least 1!");
|
||||||
|
|
||||||
|
ImGui_ImplMetal4_Data* bd = IM_NEW(ImGui_ImplMetal4_Data)();
|
||||||
|
io.BackendRendererUserData = (void*)bd;
|
||||||
|
io.BackendRendererName = "imgui_impl_metal4";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal4_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal4_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal4_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
|
bd->SharedMetalContext = [[MetalContext alloc] init];
|
||||||
|
bd->SharedMetalContext.device = device;
|
||||||
|
bd->SharedMetalContext.commandQueue = commandQueue;
|
||||||
|
bd->SharedMetalContext.framesInFlight = (NSUInteger)framesInFlight;
|
||||||
|
NSMutableArray<NSMutableArray<MetalBuffer*>*>* bufferCaches = [NSMutableArray array];
|
||||||
|
for (NSUInteger i = 0; i < framesInFlight; i++)
|
||||||
|
[bufferCaches addObject:[NSMutableArray array]];
|
||||||
|
bd->SharedMetalContext.bufferCaches = bufferCaches;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplMetal4_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||||
|
IM_UNUSED(bd);
|
||||||
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
|
||||||
|
ImGui_ImplMetal4_DestroyDeviceObjects();
|
||||||
|
ImGui_ImplMetal4_DestroyBackendData();
|
||||||
|
|
||||||
|
io.BackendRendererName = nullptr;
|
||||||
|
io.BackendRendererUserData = nullptr;
|
||||||
|
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||||
|
platform_io.ClearRendererHandlers();
|
||||||
|
}
|
||||||
|
|
||||||
|
@implementation MetalBuffer
|
||||||
|
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
|
||||||
|
{
|
||||||
|
if ((self = [super init]))
|
||||||
|
{
|
||||||
|
_buffer = buffer;
|
||||||
|
_lastReuseTime = GetMachAbsoluteTimeInSeconds();
|
||||||
|
}
|
||||||
|
return self;
|
||||||
|
}
|
||||||
|
@end
|
||||||
|
|
||||||
|
#pragma mark - FramebufferDescriptor implementation
|
||||||
|
|
||||||
|
@implementation FramebufferDescriptor
|
||||||
|
- (instancetype)initWithRenderPassDescriptor:(MTL4RenderPassDescriptor*)renderPassDescriptor
|
||||||
|
{
|
||||||
|
if ((self = [super init]))
|
||||||
|
{
|
||||||
|
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
|
||||||
|
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
|
||||||
|
_depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
|
||||||
|
_stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
|
||||||
|
}
|
||||||
|
return self;
|
||||||
|
}
|
||||||
|
|
||||||
|
- (nonnull id)copyWithZone:(nullable NSZone*)zone
|
||||||
|
{
|
||||||
|
FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init];
|
||||||
|
copy.sampleCount = self.sampleCount;
|
||||||
|
copy.colorPixelFormat = self.colorPixelFormat;
|
||||||
|
copy.depthPixelFormat = self.depthPixelFormat;
|
||||||
|
copy.stencilPixelFormat = self.stencilPixelFormat;
|
||||||
|
return copy;
|
||||||
|
}
|
||||||
|
|
||||||
|
- (NSUInteger)hash
|
||||||
|
{
|
||||||
|
NSUInteger sc = _sampleCount & 0x3;
|
||||||
|
NSUInteger cf = _colorPixelFormat & 0x3FF;
|
||||||
|
NSUInteger df = _depthPixelFormat & 0x3FF;
|
||||||
|
NSUInteger sf = _stencilPixelFormat & 0x3FF;
|
||||||
|
NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
|
||||||
|
return hash;
|
||||||
|
}
|
||||||
|
|
||||||
|
- (BOOL)isEqual:(id)object
|
||||||
|
{
|
||||||
|
FramebufferDescriptor* other = object;
|
||||||
|
if (![other isKindOfClass:[FramebufferDescriptor class]])
|
||||||
|
return NO;
|
||||||
|
return other.sampleCount == self.sampleCount &&
|
||||||
|
other.colorPixelFormat == self.colorPixelFormat &&
|
||||||
|
other.depthPixelFormat == self.depthPixelFormat &&
|
||||||
|
other.stencilPixelFormat == self.stencilPixelFormat;
|
||||||
|
}
|
||||||
|
|
||||||
|
@end
|
||||||
|
|
||||||
|
#pragma mark - MetalTexture implementation
|
||||||
|
|
||||||
|
@implementation MetalTexture
|
||||||
|
- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture
|
||||||
|
{
|
||||||
|
if ((self = [super init]))
|
||||||
|
self.metalTexture = metalTexture;
|
||||||
|
return self;
|
||||||
|
}
|
||||||
|
|
||||||
|
@end
|
||||||
|
|
||||||
|
#pragma mark - MetalContext implementation
|
||||||
|
|
||||||
|
@implementation MetalContext
|
||||||
|
- (instancetype)init
|
||||||
|
{
|
||||||
|
if ((self = [super init]))
|
||||||
|
{
|
||||||
|
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
|
||||||
|
self.bufferCacheLock = [[NSObject alloc] init];
|
||||||
|
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
|
||||||
|
}
|
||||||
|
return self;
|
||||||
|
}
|
||||||
|
|
||||||
|
- (void)dealloc
|
||||||
|
{
|
||||||
|
free(_constantBufferContentsArray);
|
||||||
|
}
|
||||||
|
|
||||||
|
- (id<MTLBuffer>)currentConstantBuffer
|
||||||
|
{
|
||||||
|
return self.constantBuffers[self.currentFrameSlot];
|
||||||
|
}
|
||||||
|
|
||||||
|
- (ImGui_Metal4_ConstantData*)currentConstantBufferContents
|
||||||
|
{
|
||||||
|
return self.constantBufferContentsArray[self.currentFrameSlot];
|
||||||
|
}
|
||||||
|
|
||||||
|
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||||||
|
{
|
||||||
|
double now = GetMachAbsoluteTimeInSeconds();
|
||||||
|
NSMutableArray<MetalBuffer*>* slotCache = self.bufferCaches[self.currentFrameSlot];
|
||||||
|
|
||||||
|
@synchronized(self.bufferCacheLock)
|
||||||
|
{
|
||||||
|
// Purge old buffers that haven't been useful for a while
|
||||||
|
if (now - self.lastBufferCachePurge > 1.0)
|
||||||
|
{
|
||||||
|
for (NSMutableArray<MetalBuffer*>* cache in self.bufferCaches)
|
||||||
|
{
|
||||||
|
NSMutableArray* survivors = [NSMutableArray array];
|
||||||
|
for (MetalBuffer* candidate in cache)
|
||||||
|
if (candidate.lastReuseTime > self.lastBufferCachePurge)
|
||||||
|
[survivors addObject:candidate];
|
||||||
|
[cache setArray:survivors];
|
||||||
|
}
|
||||||
|
self.lastBufferCachePurge = now;
|
||||||
|
}
|
||||||
|
|
||||||
|
// See if we have a buffer we can reuse, from this frame-in-flight slot's own cache
|
||||||
|
MetalBuffer* bestCandidate = nil;
|
||||||
|
for (MetalBuffer* candidate in slotCache)
|
||||||
|
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
|
||||||
|
bestCandidate = candidate;
|
||||||
|
|
||||||
|
if (bestCandidate != nil)
|
||||||
|
{
|
||||||
|
[slotCache removeObject:bestCandidate];
|
||||||
|
bestCandidate.lastReuseTime = now;
|
||||||
|
return bestCandidate;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// No luck; make a new buffer
|
||||||
|
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
|
||||||
|
[self.residencySet addAllocation:backing];
|
||||||
|
return [[MetalBuffer alloc] initWithBuffer:backing];
|
||||||
|
}
|
||||||
|
|
||||||
|
const char* shaderCode = R"(
|
||||||
|
#include <metal_stdlib>
|
||||||
|
using namespace metal;
|
||||||
|
|
||||||
|
struct Uniforms {
|
||||||
|
float4x4 projectionMatrix;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VertexIn {
|
||||||
|
float2 position [[attribute(0)]];
|
||||||
|
float2 texCoords [[attribute(1)]];
|
||||||
|
uchar4 color [[attribute(2)]];
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VertexOut {
|
||||||
|
float4 position [[position]];
|
||||||
|
float2 texCoords;
|
||||||
|
float4 color;
|
||||||
|
};
|
||||||
|
|
||||||
|
vertex VertexOut vertex_main(VertexIn in [[stage_in]],
|
||||||
|
constant Uniforms &uniforms [[buffer(1)]])
|
||||||
|
{
|
||||||
|
VertexOut out;
|
||||||
|
out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);
|
||||||
|
out.texCoords = in.texCoords;
|
||||||
|
out.color = float4(in.color) / float4(255.0);
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
|
||||||
|
fragment half4 fragment_main(VertexOut in [[stage_in]],
|
||||||
|
texture2d<half, access::sample> texture [[texture(0)]],
|
||||||
|
sampler textureSampler [[sampler(0)]])
|
||||||
|
{
|
||||||
|
half4 texColor = texture.sample(textureSampler, in.texCoords);
|
||||||
|
return half4(in.color) * texColor;
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
|
||||||
|
{
|
||||||
|
NSError* error = nil;
|
||||||
|
|
||||||
|
id<MTLLibrary> library = [device newLibraryWithSource:[NSString stringWithUTF8String:shaderCode] options:nil error:&error];
|
||||||
|
if (library == nil)
|
||||||
|
{
|
||||||
|
NSLog(@"Error: failed to create Metal library: %@", error);
|
||||||
|
return nil;
|
||||||
|
}
|
||||||
|
|
||||||
|
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
|
||||||
|
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
|
||||||
|
|
||||||
|
if (vertexFunction == nil || fragmentFunction == nil)
|
||||||
|
{
|
||||||
|
NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
|
||||||
|
return nil;
|
||||||
|
}
|
||||||
|
|
||||||
|
MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
||||||
|
vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos);
|
||||||
|
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
|
||||||
|
vertexDescriptor.attributes[0].bufferIndex = 0;
|
||||||
|
vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
|
||||||
|
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
|
||||||
|
vertexDescriptor.attributes[1].bufferIndex = 0;
|
||||||
|
vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col);
|
||||||
|
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
|
||||||
|
vertexDescriptor.attributes[2].bufferIndex = 0;
|
||||||
|
vertexDescriptor.layouts[0].stepRate = 1;
|
||||||
|
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
|
||||||
|
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
|
||||||
|
|
||||||
|
MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
|
||||||
|
pipelineDescriptor.vertexFunction = vertexFunction;
|
||||||
|
pipelineDescriptor.fragmentFunction = fragmentFunction;
|
||||||
|
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
|
||||||
|
pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;
|
||||||
|
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
|
||||||
|
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
|
||||||
|
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
|
||||||
|
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
|
||||||
|
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
||||||
|
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
|
||||||
|
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
|
||||||
|
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
||||||
|
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
|
||||||
|
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
|
||||||
|
|
||||||
|
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
|
||||||
|
if (error != nil)
|
||||||
|
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
|
||||||
|
|
||||||
|
return renderPipelineState;
|
||||||
|
}
|
||||||
|
|
||||||
|
@end
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
@@ -6,6 +6,7 @@
|
|||||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||||
// Missing features or Issues:
|
// Missing features or Issues:
|
||||||
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||||
|
// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().
|
||||||
|
|
||||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
@@ -25,6 +26,8 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||||
|
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||||
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
|
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
|
||||||
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
|
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
|
||||||
@@ -85,6 +88,9 @@
|
|||||||
// OpenGL data
|
// OpenGL data
|
||||||
struct ImGui_ImplOpenGL2_Data
|
struct ImGui_ImplOpenGL2_Data
|
||||||
{
|
{
|
||||||
|
bool UseTexParameterToSetSampler;
|
||||||
|
GLuint NextSampler;
|
||||||
|
|
||||||
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -96,37 +102,6 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Functions
|
// Functions
|
||||||
bool ImGui_ImplOpenGL2_Init()
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
IMGUI_CHECKVERSION();
|
|
||||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
||||||
|
|
||||||
// Setup backend capabilities flags
|
|
||||||
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
|
|
||||||
io.BackendRendererUserData = (void*)bd;
|
|
||||||
io.BackendRendererName = "imgui_impl_opengl2";
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplOpenGL2_Shutdown()
|
|
||||||
{
|
|
||||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
|
||||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
||||||
|
|
||||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
|
||||||
|
|
||||||
io.BackendRendererName = nullptr;
|
|
||||||
io.BackendRendererUserData = nullptr;
|
|
||||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures);
|
|
||||||
platform_io.ClearRendererHandlers();
|
|
||||||
IM_DELETE(bd);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplOpenGL2_NewFrame()
|
void ImGui_ImplOpenGL2_NewFrame()
|
||||||
{
|
{
|
||||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||||
@@ -137,6 +112,7 @@ void ImGui_ImplOpenGL2_NewFrame()
|
|||||||
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
|
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
|
||||||
{
|
{
|
||||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
|
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
|
||||||
|
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
|
//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
|
||||||
@@ -154,6 +130,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
|||||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||||
glShadeModel(GL_SMOOTH);
|
glShadeModel(GL_SMOOTH);
|
||||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||||
|
bd->NextSampler = GL_LINEAR;
|
||||||
|
|
||||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||||
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
|
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
|
||||||
@@ -178,12 +155,18 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
|||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplOpenGL2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; }
|
||||||
|
static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; }
|
||||||
|
|
||||||
// OpenGL2 Render function.
|
// OpenGL2 Render function.
|
||||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
||||||
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
||||||
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||||
{
|
{
|
||||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||||
|
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||||
if (fb_width == 0 || fb_height == 0)
|
if (fb_width == 0 || fb_height == 0)
|
||||||
@@ -227,8 +210,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
|||||||
if (pcmd->UserCallback)
|
if (pcmd->UserCallback)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplOpenGL2_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
||||||
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
|
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
@@ -245,7 +227,17 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
|||||||
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
|
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
|
||||||
|
|
||||||
// Bind texture, Draw
|
// Bind texture, Draw
|
||||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
|
GLuint pcmd_texture = (GLuint)(intptr_t)pcmd->GetTexID();
|
||||||
|
glBindTexture(GL_TEXTURE_2D, pcmd_texture);
|
||||||
|
|
||||||
|
// Emulate sampler change (even though it is technically part of texture data)
|
||||||
|
// As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly.
|
||||||
|
if (bd->UseTexParameterToSetSampler)
|
||||||
|
{
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler);
|
||||||
|
}
|
||||||
|
|
||||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
|
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -274,7 +266,7 @@ void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
|
|||||||
{
|
{
|
||||||
// Create and upload new texture to graphics system
|
// Create and upload new texture to graphics system
|
||||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||||
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
|
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||||
const void* pixels = tex->GetPixels();
|
const void* pixels = tex->GetPixels();
|
||||||
GLuint gl_texture_id = 0;
|
GLuint gl_texture_id = 0;
|
||||||
@@ -343,6 +335,42 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplOpenGL2_Init()
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||||
|
|
||||||
|
// Setup backend capabilities flags
|
||||||
|
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
|
||||||
|
io.BackendRendererUserData = (void*)bd;
|
||||||
|
io.BackendRendererName = "imgui_impl_opengl2";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL2_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplOpenGL2_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
|
||||||
|
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||||
|
|
||||||
|
io.BackendRendererName = nullptr;
|
||||||
|
io.BackendRendererUserData = nullptr;
|
||||||
|
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures);
|
||||||
|
platform_io.ClearRendererHandlers();
|
||||||
|
IM_DELETE(bd);
|
||||||
|
}
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
#if defined(__clang__)
|
#if defined(__clang__)
|
||||||
|
|||||||
@@ -6,6 +6,7 @@
|
|||||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||||
// Missing features or Issues:
|
// Missing features or Issues:
|
||||||
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||||
|
// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().
|
||||||
|
|
||||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
@@ -37,7 +38,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
|
|||||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
|
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -23,6 +23,12 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-06-17: OpenGL: Expose selected render state in ImGui_ImplOpenGL3_RenderState, Allowing to dynamically select between use of glBindSampler() and glTexParameter(). You can access in 'void* platform_io.Renderer_RenderState' during rendering.
|
||||||
|
// 2026-06-03: OpenGL: GLSL version detection assume GLSL 410 when GL context is 4.1. Fixes an issue running on macOS with Wine. (#9427, #6577)
|
||||||
|
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||||
|
// (Breaking): this change prioritize using glBindSampler() when available, which would override glTexParameter() settings you may have set on custom textures.
|
||||||
|
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
|
||||||
|
// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112)
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||||
// 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792)
|
// 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792)
|
||||||
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures (#8802) + restore non-WebGL/ES update path that doesn't require a CPU-side copy.
|
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures (#8802) + restore non-WebGL/ES update path that doesn't require a CPU-side copy.
|
||||||
@@ -40,7 +46,7 @@
|
|||||||
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
|
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
|
||||||
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
|
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
|
||||||
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
|
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
|
||||||
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
|
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns nullptr. (#6154, #4445, #3530)
|
||||||
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
|
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
|
||||||
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
|
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
|
||||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||||
@@ -250,6 +256,10 @@ struct ImGui_ImplOpenGL3_Data
|
|||||||
bool HasBindSampler;
|
bool HasBindSampler;
|
||||||
bool HasClipOrigin;
|
bool HasClipOrigin;
|
||||||
bool UseBufferSubData;
|
bool UseBufferSubData;
|
||||||
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||||
|
GLuint TexSamplers[2]; // Used if HasBindSimpler. (0=linear, 1=nearest)
|
||||||
|
#endif
|
||||||
|
|
||||||
ImVector<char> TempBuffer;
|
ImVector<char> TempBuffer;
|
||||||
|
|
||||||
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||||
@@ -290,7 +300,8 @@ struct ImGui_ImplOpenGL3_VtxAttribState
|
|||||||
bool ImGui_ImplOpenGL3_InitLoader();
|
bool ImGui_ImplOpenGL3_InitLoader();
|
||||||
bool ImGui_ImplOpenGL3_InitLoader()
|
bool ImGui_ImplOpenGL3_InitLoader()
|
||||||
{
|
{
|
||||||
// Initialize our loader
|
// Lazily initialize our loader if not already done
|
||||||
|
// (to facilitate handling multiple DLL boundaries and multiple context shutdowns we call this from all main entry points)
|
||||||
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
|
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
|
||||||
if (glGetIntegerv == nullptr && imgl3wInit() != 0)
|
if (glGetIntegerv == nullptr && imgl3wInit() != 0)
|
||||||
{
|
{
|
||||||
@@ -301,155 +312,26 @@ bool ImGui_ImplOpenGL3_InitLoader()
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Functions
|
static void ImGui_ImplOpenGL3_ShutdownLoader()
|
||||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
|
||||||
{
|
{
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
IMGUI_CHECKVERSION();
|
|
||||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
||||||
|
|
||||||
// Initialize loader
|
|
||||||
if (!ImGui_ImplOpenGL3_InitLoader())
|
|
||||||
return false;
|
|
||||||
|
|
||||||
// Setup backend capabilities flags
|
|
||||||
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
|
|
||||||
io.BackendRendererUserData = (void*)bd;
|
|
||||||
io.BackendRendererName = "imgui_impl_opengl3";
|
|
||||||
|
|
||||||
// Query for GL version (e.g. 320 for GL 3.2)
|
|
||||||
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
|
|
||||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
|
||||||
// GLES 2
|
|
||||||
bd->GlVersion = 200;
|
|
||||||
bd->GlProfileIsES2 = true;
|
|
||||||
IM_UNUSED(gl_version_str);
|
|
||||||
#else
|
|
||||||
// Desktop or GLES 3
|
|
||||||
GLint major = 0;
|
|
||||||
GLint minor = 0;
|
|
||||||
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
|
||||||
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
|
||||||
if (major == 0 && minor == 0)
|
|
||||||
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
|
||||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
|
||||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
|
|
||||||
|
|
||||||
#if defined(IMGUI_IMPL_OPENGL_ES3)
|
|
||||||
bd->GlProfileIsES3 = true;
|
|
||||||
#else
|
|
||||||
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
|
|
||||||
bd->GlProfileIsES3 = true;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if defined(GL_CONTEXT_PROFILE_MASK)
|
|
||||||
if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
|
|
||||||
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
|
|
||||||
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
bd->UseBufferSubData = false;
|
|
||||||
/*
|
|
||||||
// Query vendor to enable glBufferSubData kludge
|
|
||||||
#ifdef _WIN32
|
|
||||||
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
|
|
||||||
if (strncmp(vendor, "Intel", 5) == 0)
|
|
||||||
bd->UseBufferSubData = true;
|
|
||||||
#endif
|
|
||||||
*/
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
|
||||||
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
|
||||||
if (bd->GlVersion >= 320)
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
||||||
#endif
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
|
||||||
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
||||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
|
|
||||||
|
|
||||||
// Store GLSL version string so we can refer to it later in case we recreate shaders.
|
|
||||||
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
|
|
||||||
if (glsl_version == nullptr)
|
|
||||||
{
|
|
||||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
|
||||||
glsl_version = "#version 100";
|
|
||||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
|
||||||
glsl_version = "#version 300 es";
|
|
||||||
#elif defined(__APPLE__)
|
|
||||||
glsl_version = "#version 150";
|
|
||||||
#else
|
|
||||||
glsl_version = "#version 130";
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
|
|
||||||
strcpy(bd->GlslVersionString, glsl_version);
|
|
||||||
strcat(bd->GlslVersionString, "\n");
|
|
||||||
|
|
||||||
// Make an arbitrary GL call (we don't actually need the result)
|
|
||||||
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
|
|
||||||
GLint current_texture;
|
|
||||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
|
||||||
|
|
||||||
// Detect extensions we support
|
|
||||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
|
||||||
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
|
|
||||||
#endif
|
|
||||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
|
||||||
bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);
|
|
||||||
#endif
|
|
||||||
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
|
||||||
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
|
|
||||||
GLint num_extensions = 0;
|
|
||||||
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
|
||||||
for (GLint i = 0; i < num_extensions; i++)
|
|
||||||
{
|
|
||||||
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
|
|
||||||
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
|
|
||||||
bd->HasClipOrigin = true;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplOpenGL3_Shutdown()
|
|
||||||
{
|
|
||||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
||||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
||||||
|
|
||||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
|
||||||
|
|
||||||
io.BackendRendererName = nullptr;
|
|
||||||
io.BackendRendererUserData = nullptr;
|
|
||||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
|
||||||
platform_io.ClearRendererHandlers();
|
|
||||||
IM_DELETE(bd);
|
|
||||||
|
|
||||||
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
|
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
|
||||||
imgl3wShutdown();
|
imgl3wShutdown();
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Functions
|
||||||
void ImGui_ImplOpenGL3_NewFrame()
|
void ImGui_ImplOpenGL3_NewFrame()
|
||||||
{
|
{
|
||||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
|
||||||
|
|
||||||
ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
|
ImGui_ImplOpenGL3_InitLoader();
|
||||||
|
|
||||||
if (!bd->ShaderHandle)
|
if (!bd->ShaderHandle)
|
||||||
if (!ImGui_ImplOpenGL3_CreateDeviceObjects())
|
if (!ImGui_ImplOpenGL3_CreateDeviceObjects())
|
||||||
IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!");
|
IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!");
|
||||||
}
|
}
|
||||||
|
|
||||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
|
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplOpenGL3_RenderState* render_state, int fb_width, int fb_height, GLuint vertex_array_object)
|
||||||
{
|
{
|
||||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||||
|
|
||||||
@@ -503,8 +385,11 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
|||||||
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||||
|
|
||||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||||
if (bd->HasBindSampler)
|
if (render_state->UseBindSampler)
|
||||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
|
{
|
||||||
|
render_state->CurrentSampler = bd->TexSamplers[0];
|
||||||
|
glBindSampler(0, render_state->CurrentSampler); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
(void)vertex_array_object;
|
(void)vertex_array_object;
|
||||||
@@ -523,6 +408,45 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
|||||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
|
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplOpenGL3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*)
|
||||||
|
{
|
||||||
|
ImGui_ImplOpenGL3_RenderState* render_state = ImGui_ImplOpenGL3_GetRenderState();
|
||||||
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||||
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||||
|
if (bd->HasBindSampler)
|
||||||
|
{
|
||||||
|
render_state->CurrentSampler = bd->TexSamplers[0];
|
||||||
|
render_state->UseTexParameterFilter = false;
|
||||||
|
glBindSampler(0, render_state->CurrentSampler);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
#endif
|
||||||
|
{
|
||||||
|
render_state->UseTexParameterFilter = true;
|
||||||
|
render_state->CurrentTexParameterFilter = GL_LINEAR;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*)
|
||||||
|
{
|
||||||
|
ImGui_ImplOpenGL3_RenderState* render_state = ImGui_ImplOpenGL3_GetRenderState();
|
||||||
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||||
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||||
|
if (bd->HasBindSampler)
|
||||||
|
{
|
||||||
|
render_state->CurrentSampler = bd->TexSamplers[1];
|
||||||
|
render_state->UseTexParameterFilter = false;
|
||||||
|
glBindSampler(0, render_state->CurrentSampler);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
#endif
|
||||||
|
{
|
||||||
|
render_state->UseTexParameterFilter = true;
|
||||||
|
render_state->CurrentTexParameterFilter = GL_NEAREST;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// OpenGL3 Render function.
|
// OpenGL3 Render function.
|
||||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
||||||
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
||||||
@@ -534,7 +458,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|||||||
if (fb_width <= 0 || fb_height <= 0)
|
if (fb_width <= 0 || fb_height <= 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
|
ImGui_ImplOpenGL3_InitLoader();
|
||||||
|
|
||||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||||
|
|
||||||
@@ -591,7 +515,17 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|||||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||||
GL_CALL(glGenVertexArrays(1, &vertex_array_object));
|
GL_CALL(glGenVertexArrays(1, &vertex_array_object));
|
||||||
#endif
|
#endif
|
||||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
|
||||||
|
// Setup render state structure (for callbacks and custom texture bindings)
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
ImGui_ImplOpenGL3_RenderState render_state;
|
||||||
|
render_state.UseBindSampler = bd->HasBindSampler;
|
||||||
|
render_state.UseTexParameterFilter = false;
|
||||||
|
render_state.CurrentSampler = 0;
|
||||||
|
render_state.CurrentTexParameterFilter = 0;
|
||||||
|
platform_io.Renderer_RenderState = &render_state;
|
||||||
|
|
||||||
|
ImGui_ImplOpenGL3_SetupRenderState(draw_data, &render_state, fb_width, fb_height, vertex_array_object);
|
||||||
|
|
||||||
// Will project scissor/clipping rectangles into framebuffer space
|
// Will project scissor/clipping rectangles into framebuffer space
|
||||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||||
@@ -637,9 +571,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|||||||
if (pcmd->UserCallback != nullptr)
|
if (pcmd->UserCallback != nullptr)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplOpenGL3_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
ImGui_ImplOpenGL3_SetupRenderState(draw_data, &render_state, fb_width, fb_height, vertex_array_object);
|
||||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
}
|
}
|
||||||
@@ -656,6 +589,15 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|||||||
|
|
||||||
// Bind texture, Draw
|
// Bind texture, Draw
|
||||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
|
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
|
||||||
|
|
||||||
|
// Emulate sampler change (even though it is technically part of texture data)
|
||||||
|
// As a sort of hack/workaround, we only start writing using glTexParameter() if sampler is ever changed explicitly.
|
||||||
|
if (render_state.UseTexParameterFilter)
|
||||||
|
{
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, render_state.CurrentTexParameterFilter);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, render_state.CurrentTexParameterFilter);
|
||||||
|
}
|
||||||
|
|
||||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||||
if (bd->GlVersion >= 320)
|
if (bd->GlVersion >= 320)
|
||||||
GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
|
GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
|
||||||
@@ -665,6 +607,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
platform_io.Renderer_RenderState = nullptr;
|
||||||
|
|
||||||
// Destroy the temporary VAO
|
// Destroy the temporary VAO
|
||||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||||
@@ -738,7 +681,7 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
|
|||||||
{
|
{
|
||||||
// Create and upload new texture to graphics system
|
// Create and upload new texture to graphics system
|
||||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||||
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
|
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||||
const void* pixels = tex->GetPixels();
|
const void* pixels = tex->GetPixels();
|
||||||
GLuint gl_texture_id = 0;
|
GLuint gl_texture_id = 0;
|
||||||
@@ -837,6 +780,7 @@ static bool CheckProgram(GLuint handle, const char* desc)
|
|||||||
|
|
||||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||||
{
|
{
|
||||||
|
ImGui_ImplOpenGL3_InitLoader();
|
||||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||||
|
|
||||||
// Backup GL state
|
// Backup GL state
|
||||||
@@ -1020,6 +964,20 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
|||||||
glGenBuffers(1, &bd->VboHandle);
|
glGenBuffers(1, &bd->VboHandle);
|
||||||
glGenBuffers(1, &bd->ElementsHandle);
|
glGenBuffers(1, &bd->ElementsHandle);
|
||||||
|
|
||||||
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||||
|
if (bd->HasBindSampler)
|
||||||
|
{
|
||||||
|
glGenSamplers(2, &bd->TexSamplers[0]);
|
||||||
|
for (int sampler_n = 0; sampler_n < 2; sampler_n++)
|
||||||
|
{
|
||||||
|
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MIN_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));
|
||||||
|
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MAG_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));
|
||||||
|
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
|
||||||
|
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
// Restore modified GL state
|
// Restore modified GL state
|
||||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||||
@@ -1035,7 +993,11 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
|||||||
|
|
||||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||||
{
|
{
|
||||||
|
ImGui_ImplOpenGL3_InitLoader();
|
||||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||||
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||||
|
if (bd->TexSamplers[0]) { glDeleteSamplers(2, &bd->TexSamplers[0]); bd->TexSamplers[0] = bd->TexSamplers[1] = 0; }
|
||||||
|
#endif
|
||||||
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
|
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
|
||||||
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
|
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
|
||||||
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
|
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
|
||||||
@@ -1046,6 +1008,145 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
|||||||
ImGui_ImplOpenGL3_DestroyTexture(tex);
|
ImGui_ImplOpenGL3_DestroyTexture(tex);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||||
|
|
||||||
|
// Initialize loader
|
||||||
|
if (!ImGui_ImplOpenGL3_InitLoader())
|
||||||
|
return false;
|
||||||
|
|
||||||
|
// Setup backend capabilities flags
|
||||||
|
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
|
||||||
|
io.BackendRendererUserData = (void*)bd;
|
||||||
|
io.BackendRendererName = "imgui_impl_opengl3";
|
||||||
|
|
||||||
|
// Query for GL version (e.g. 320 for GL 3.2)
|
||||||
|
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
|
||||||
|
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||||
|
// GLES 2
|
||||||
|
bd->GlVersion = 200;
|
||||||
|
bd->GlProfileIsES2 = true;
|
||||||
|
IM_UNUSED(gl_version_str);
|
||||||
|
#else
|
||||||
|
// Desktop or GLES 3
|
||||||
|
GLint major = 0;
|
||||||
|
GLint minor = 0;
|
||||||
|
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
||||||
|
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
||||||
|
if (major == 0 && minor == 0)
|
||||||
|
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||||
|
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||||
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
|
||||||
|
|
||||||
|
#if defined(IMGUI_IMPL_OPENGL_ES3)
|
||||||
|
bd->GlProfileIsES3 = true;
|
||||||
|
#else
|
||||||
|
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
|
||||||
|
bd->GlProfileIsES3 = true;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if defined(GL_CONTEXT_PROFILE_MASK)
|
||||||
|
if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
|
||||||
|
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
|
||||||
|
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
bd->UseBufferSubData = false;
|
||||||
|
/*
|
||||||
|
// Query vendor to enable glBufferSubData kludge
|
||||||
|
#ifdef _WIN32
|
||||||
|
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
|
||||||
|
if (strncmp(vendor, "Intel", 5) == 0)
|
||||||
|
bd->UseBufferSubData = true;
|
||||||
|
#endif
|
||||||
|
*/
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||||
|
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||||
|
if (bd->GlVersion >= 320)
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
|
#endif
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL3_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
|
// Store GLSL version string so we can refer to it later in case we recreate shaders.
|
||||||
|
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
|
||||||
|
if (glsl_version == nullptr)
|
||||||
|
{
|
||||||
|
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||||
|
glsl_version = "#version 100";
|
||||||
|
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||||
|
glsl_version = "#version 300 es";
|
||||||
|
#elif defined(__APPLE__)
|
||||||
|
glsl_version = "#version 150";
|
||||||
|
#else
|
||||||
|
if (bd->GlVersion >= 410)
|
||||||
|
glsl_version = "#version 410";
|
||||||
|
else
|
||||||
|
glsl_version = "#version 130";
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString));
|
||||||
|
strcpy(bd->GlslVersionString, glsl_version);
|
||||||
|
strcat(bd->GlslVersionString, "\n");
|
||||||
|
|
||||||
|
// Make an arbitrary GL call (we don't actually need the result)
|
||||||
|
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
|
||||||
|
GLint current_texture;
|
||||||
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||||
|
|
||||||
|
// Detect extensions we support
|
||||||
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||||
|
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
|
||||||
|
#endif
|
||||||
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||||
|
bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);
|
||||||
|
#endif
|
||||||
|
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
||||||
|
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
|
||||||
|
GLint num_extensions = 0;
|
||||||
|
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
||||||
|
for (GLint i = 0; i < num_extensions; i++)
|
||||||
|
{
|
||||||
|
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
|
||||||
|
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
|
||||||
|
bd->HasClipOrigin = true;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplOpenGL3_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
|
||||||
|
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||||
|
|
||||||
|
io.BackendRendererName = nullptr;
|
||||||
|
io.BackendRendererUserData = nullptr;
|
||||||
|
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||||
|
platform_io.ClearRendererHandlers();
|
||||||
|
IM_DELETE(bd);
|
||||||
|
|
||||||
|
ImGui_ImplOpenGL3_ShutdownLoader();
|
||||||
|
}
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
#if defined(__GNUC__)
|
#if defined(__GNUC__)
|
||||||
|
|||||||
@@ -40,7 +40,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
|||||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
// Configuration flags to add in your imconfig file:
|
// Configuration flags to add in your imconfig file:
|
||||||
@@ -65,4 +65,17 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
|
|||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
// [BETA] Selected render state data shared with callbacks.
|
||||||
|
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplOpenGL3_RenderDrawData() call.
|
||||||
|
// (Please open an issue if you feel you need access to more data)
|
||||||
|
struct ImGui_ImplOpenGL3_RenderState
|
||||||
|
{
|
||||||
|
bool UseBindSampler;
|
||||||
|
bool UseTexParameterFilter;
|
||||||
|
unsigned int CurrentSampler; // (GLuint) Used if UseBindSampler == true, otherwise always 0
|
||||||
|
unsigned int CurrentTexParameterFilter; // (GLuint) Used if UseTexParameterToSetSampler == true
|
||||||
|
};
|
||||||
|
|
||||||
|
static inline ImGui_ImplOpenGL3_RenderState* ImGui_ImplOpenGL3_GetRenderState() { return (ImGui_ImplOpenGL3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; }
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -836,6 +836,7 @@ static int parse_version(void)
|
|||||||
}
|
}
|
||||||
|
|
||||||
static void load_procs(GL3WGetProcAddressProc proc);
|
static void load_procs(GL3WGetProcAddressProc proc);
|
||||||
|
static void clear_procs();
|
||||||
|
|
||||||
int imgl3wInit(void)
|
int imgl3wInit(void)
|
||||||
{
|
{
|
||||||
@@ -855,6 +856,7 @@ int imgl3wInit2(GL3WGetProcAddressProc proc)
|
|||||||
void imgl3wShutdown(void)
|
void imgl3wShutdown(void)
|
||||||
{
|
{
|
||||||
close_libgl();
|
close_libgl();
|
||||||
|
clear_procs();
|
||||||
}
|
}
|
||||||
|
|
||||||
int imgl3wIsSupported(int major, int minor)
|
int imgl3wIsSupported(int major, int minor)
|
||||||
@@ -943,6 +945,13 @@ static void load_procs(GL3WGetProcAddressProc proc)
|
|||||||
imgl3wProcs.ptr[i] = proc(proc_names[i]);
|
imgl3wProcs.ptr[i] = proc(proc_names[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void clear_procs()
|
||||||
|
{
|
||||||
|
size_t i;
|
||||||
|
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
|
||||||
|
imgl3wProcs.ptr[i] = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -148,10 +148,12 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
|||||||
NSWindow* window = view.window;
|
NSWindow* window = view.window;
|
||||||
if (!window)
|
if (!window)
|
||||||
return;
|
return;
|
||||||
|
{
|
||||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||||
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
||||||
_imeRect = [window convertRectToScreen:rect];
|
_imeRect = [window convertRectToScreen:rect];
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
- (void)viewDidMoveToWindow
|
- (void)viewDidMoveToWindow
|
||||||
{
|
{
|
||||||
@@ -629,9 +631,9 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
|||||||
// Setup display size
|
// Setup display size
|
||||||
if (view)
|
if (view)
|
||||||
{
|
{
|
||||||
const float dpi = (float)[view.window backingScaleFactor];
|
const float fb_scale = (float)[view.window backingScaleFactor];
|
||||||
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
||||||
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
io.DisplayFramebufferScale = ImVec2(fb_scale, fb_scale);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Setup time step
|
// Setup time step
|
||||||
|
|||||||
@@ -21,6 +21,9 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-16: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value and this breaks scaling border size. (#9369)
|
||||||
|
// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL2_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
|
||||||
|
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
|
||||||
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
|
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
|
||||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||||
// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921)
|
// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921)
|
||||||
@@ -140,11 +143,12 @@
|
|||||||
struct ImGui_ImplSDL2_Data
|
struct ImGui_ImplSDL2_Data
|
||||||
{
|
{
|
||||||
SDL_Window* Window;
|
SDL_Window* Window;
|
||||||
Uint32 WindowID;
|
Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
|
||||||
SDL_Renderer* Renderer;
|
SDL_Renderer* Renderer;
|
||||||
Uint64 Time;
|
Uint64 Time;
|
||||||
char* ClipboardTextData;
|
char* ClipboardTextData;
|
||||||
char BackendPlatformName[48];
|
char BackendPlatformName[64];
|
||||||
|
bool IsWayland;
|
||||||
|
|
||||||
// Mouse handling
|
// Mouse handling
|
||||||
Uint32 MouseWindowID;
|
Uint32 MouseWindowID;
|
||||||
@@ -153,7 +157,7 @@ struct ImGui_ImplSDL2_Data
|
|||||||
SDL_Cursor* MouseLastCursor;
|
SDL_Cursor* MouseLastCursor;
|
||||||
int MouseLastLeaveFrame;
|
int MouseLastLeaveFrame;
|
||||||
bool MouseCanUseGlobalState;
|
bool MouseCanUseGlobalState;
|
||||||
bool MouseCanUseCapture;
|
ImGui_ImplSDL2_MouseCaptureMode MouseCaptureMode;
|
||||||
|
|
||||||
// Gamepad handling
|
// Gamepad handling
|
||||||
ImVector<SDL_GameController*> Gamepads;
|
ImVector<SDL_GameController*> Gamepads;
|
||||||
@@ -178,7 +182,10 @@ static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
|
|||||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||||
if (bd->ClipboardTextData)
|
if (bd->ClipboardTextData)
|
||||||
SDL_free(bd->ClipboardTextData);
|
SDL_free(bd->ClipboardTextData);
|
||||||
|
if (SDL_HasClipboardText())
|
||||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||||
|
else
|
||||||
|
bd->ClipboardTextData = nullptr;
|
||||||
return bd->ClipboardTextData;
|
return bd->ClipboardTextData;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -368,7 +375,6 @@ static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
|
|||||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
|
||||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||||
{
|
{
|
||||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||||
@@ -462,7 +468,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|||||||
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||||
io.AddFocusEvent(true);
|
io.AddFocusEvent(true);
|
||||||
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||||
io.AddFocusEvent(false);
|
io.AddFocusEvent(false);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -487,17 +493,19 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
|||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
IMGUI_CHECKVERSION();
|
IMGUI_CHECKVERSION();
|
||||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||||
|
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
|
||||||
|
|
||||||
// Obtain compiled and runtime versions
|
// Obtain compiled and runtime versions
|
||||||
SDL_version ver_compiled;
|
SDL_version ver_compiled;
|
||||||
SDL_version ver_runtime;
|
SDL_version ver_runtime;
|
||||||
SDL_VERSION(&ver_compiled);
|
SDL_VERSION(&ver_compiled);
|
||||||
SDL_GetVersion(&ver_runtime);
|
SDL_GetVersion(&ver_runtime);
|
||||||
|
const char* sdl_video_driver = SDL_GetCurrentVideoDriver();
|
||||||
|
|
||||||
// Setup backend capabilities flags
|
// Setup backend capabilities flags
|
||||||
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u)",
|
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u) (%s)",
|
||||||
ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch);
|
ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch, sdl_video_driver);
|
||||||
io.BackendPlatformUserData = (void*)bd;
|
io.BackendPlatformUserData = (void*)bd;
|
||||||
io.BackendPlatformName = bd->BackendPlatformName;
|
io.BackendPlatformName = bd->BackendPlatformName;
|
||||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||||
@@ -506,17 +514,20 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
|||||||
bd->Window = window;
|
bd->Window = window;
|
||||||
bd->WindowID = SDL_GetWindowID(window);
|
bd->WindowID = SDL_GetWindowID(window);
|
||||||
bd->Renderer = renderer;
|
bd->Renderer = renderer;
|
||||||
|
bd->IsWayland = strcmp(sdl_video_driver, "Wayland") == 0;
|
||||||
|
|
||||||
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
||||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||||
bd->MouseCanUseGlobalState = false;
|
bd->MouseCanUseGlobalState = false;
|
||||||
bd->MouseCanUseCapture = false;
|
bd->MouseCaptureMode = ImGui_ImplSDL2_MouseCaptureMode_Disabled;
|
||||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
|
||||||
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||||
for (const char* item : capture_and_global_state_whitelist)
|
for (const char* item : capture_and_global_state_whitelist)
|
||||||
if (strncmp(sdl_backend, item, strlen(item)) == 0)
|
if (strncmp(sdl_video_driver, item, strlen(item)) == 0)
|
||||||
bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
|
{
|
||||||
|
bd->MouseCanUseGlobalState = true;
|
||||||
|
bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL2_MouseCaptureMode_Enabled;
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
@@ -646,6 +657,14 @@ void ImGui_ImplSDL2_Shutdown()
|
|||||||
IM_DELETE(bd);
|
IM_DELETE(bd);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode)
|
||||||
|
{
|
||||||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||||
|
if (mode == ImGui_ImplSDL2_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL2_MouseCaptureMode_Disabled)
|
||||||
|
SDL_CaptureMouse(SDL_FALSE);
|
||||||
|
bd->MouseCaptureMode = mode;
|
||||||
|
}
|
||||||
|
|
||||||
static void ImGui_ImplSDL2_UpdateMouseData()
|
static void ImGui_ImplSDL2_UpdateMouseData()
|
||||||
{
|
{
|
||||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||||
@@ -654,8 +673,12 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
|||||||
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
||||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||||
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
|
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
|
||||||
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
|
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture.
|
||||||
if (bd->MouseCanUseCapture)
|
if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_Enabled)
|
||||||
|
{
|
||||||
|
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
|
||||||
|
}
|
||||||
|
else if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag)
|
||||||
{
|
{
|
||||||
bool want_capture = false;
|
bool want_capture = false;
|
||||||
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
|
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
|
||||||
@@ -680,7 +703,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
|||||||
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
|
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
|
||||||
SDL_Window* hovered_window = SDL_GetMouseFocus();
|
SDL_Window* hovered_window = SDL_GetMouseFocus();
|
||||||
const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
|
const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
|
||||||
if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||||
{
|
{
|
||||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||||
int mouse_x, mouse_y;
|
int mouse_x, mouse_y;
|
||||||
@@ -728,6 +751,7 @@ float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window)
|
|||||||
return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window));
|
return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// SDL_GetDisplayDPI() seems rather unreliable on Linux.
|
||||||
float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
|
float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
|
||||||
{
|
{
|
||||||
const char* sdl_driver = SDL_GetCurrentVideoDriver();
|
const char* sdl_driver = SDL_GetCurrentVideoDriver();
|
||||||
@@ -737,7 +761,11 @@ float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
|
|||||||
#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
|
#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
|
||||||
float dpi = 0.0f;
|
float dpi = 0.0f;
|
||||||
if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0)
|
if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0)
|
||||||
|
{
|
||||||
|
if (dpi < 96.0f)
|
||||||
|
dpi = 96.0f;
|
||||||
return dpi / 96.0f;
|
return dpi / 96.0f;
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
IM_UNUSED(display_index);
|
IM_UNUSED(display_index);
|
||||||
@@ -864,7 +892,7 @@ static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window,
|
|||||||
if (out_size != nullptr)
|
if (out_size != nullptr)
|
||||||
*out_size = ImVec2((float)w, (float)h);
|
*out_size = ImVec2((float)w, (float)h);
|
||||||
if (out_framebuffer_scale != nullptr)
|
if (out_framebuffer_scale != nullptr)
|
||||||
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
|
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui_ImplSDL2_NewFrame()
|
void ImGui_ImplSDL2_NewFrame()
|
||||||
@@ -882,7 +910,7 @@ void ImGui_ImplSDL2_NewFrame()
|
|||||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||||
if (current_time <= bd->Time)
|
if (current_time <= bd->Time)
|
||||||
current_time = bd->Time + 1;
|
current_time = bd->Time + 1;
|
||||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f);
|
||||||
bd->Time = current_time;
|
bd->Time = current_time;
|
||||||
|
|
||||||
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||||
|
|||||||
@@ -47,4 +47,11 @@ IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_ind
|
|||||||
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
|
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
|
||||||
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
|
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
|
||||||
|
|
||||||
|
// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it.
|
||||||
|
// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse.
|
||||||
|
// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650.
|
||||||
|
// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL2_MouseCaptureMode_Disabled.
|
||||||
|
enum ImGui_ImplSDL2_MouseCaptureMode { ImGui_ImplSDL2_MouseCaptureMode_Enabled, ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL2_MouseCaptureMode_Disabled };
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode);
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -20,6 +20,8 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL3_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
|
||||||
|
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
|
||||||
// 2025-11-05: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054)
|
// 2025-11-05: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054)
|
||||||
// 2025-10-22: Fixed Platform_OpenInShellFn() return value (unused in core).
|
// 2025-10-22: Fixed Platform_OpenInShellFn() return value (unused in core).
|
||||||
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
|
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
|
||||||
@@ -109,7 +111,8 @@ struct ImGui_ImplSDL3_Data
|
|||||||
SDL_Renderer* Renderer;
|
SDL_Renderer* Renderer;
|
||||||
Uint64 Time;
|
Uint64 Time;
|
||||||
char* ClipboardTextData;
|
char* ClipboardTextData;
|
||||||
char BackendPlatformName[48];
|
char BackendPlatformName[64];
|
||||||
|
bool IsWayland;
|
||||||
|
|
||||||
// IME handling
|
// IME handling
|
||||||
SDL_Window* ImeWindow;
|
SDL_Window* ImeWindow;
|
||||||
@@ -123,7 +126,7 @@ struct ImGui_ImplSDL3_Data
|
|||||||
SDL_Cursor* MouseLastCursor;
|
SDL_Cursor* MouseLastCursor;
|
||||||
int MousePendingLeaveFrame;
|
int MousePendingLeaveFrame;
|
||||||
bool MouseCanUseGlobalState;
|
bool MouseCanUseGlobalState;
|
||||||
bool MouseCanUseCapture;
|
ImGui_ImplSDL3_MouseCaptureMode MouseCaptureMode;
|
||||||
|
|
||||||
// Gamepad handling
|
// Gamepad handling
|
||||||
ImVector<SDL_Gamepad*> Gamepads;
|
ImVector<SDL_Gamepad*> Gamepads;
|
||||||
@@ -151,7 +154,10 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
|
|||||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||||
if (bd->ClipboardTextData)
|
if (bd->ClipboardTextData)
|
||||||
SDL_free(bd->ClipboardTextData);
|
SDL_free(bd->ClipboardTextData);
|
||||||
|
if (SDL_HasClipboardText())
|
||||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||||
|
else
|
||||||
|
bd->ClipboardTextData = nullptr;
|
||||||
return bd->ClipboardTextData;
|
return bd->ClipboardTextData;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -187,7 +193,7 @@ static void ImGui_ImplSDL3_UpdateIme()
|
|||||||
SDL_StopTextInput(bd->ImeWindow);
|
SDL_StopTextInput(bd->ImeWindow);
|
||||||
bd->ImeWindow = nullptr;
|
bd->ImeWindow = nullptr;
|
||||||
}
|
}
|
||||||
if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == NULL))
|
if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == nullptr))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Start/update current input
|
// Start/update current input
|
||||||
@@ -372,7 +378,6 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
|||||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
|
||||||
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||||
{
|
{
|
||||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||||
@@ -495,13 +500,16 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
|||||||
IMGUI_CHECKVERSION();
|
IMGUI_CHECKVERSION();
|
||||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||||
IM_UNUSED(sdl_gl_context); // Unused in this branch
|
IM_UNUSED(sdl_gl_context); // Unused in this branch
|
||||||
|
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
|
||||||
|
|
||||||
const int ver_linked = SDL_GetVersion();
|
const int ver_linked = SDL_GetVersion();
|
||||||
|
const char* sdl_video_driver = SDL_GetCurrentVideoDriver();
|
||||||
|
|
||||||
// Setup backend capabilities flags
|
// Setup backend capabilities flags
|
||||||
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
|
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
|
||||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
|
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d) (%s)",
|
||||||
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
|
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked),
|
||||||
|
sdl_video_driver);
|
||||||
io.BackendPlatformUserData = (void*)bd;
|
io.BackendPlatformUserData = (void*)bd;
|
||||||
io.BackendPlatformName = bd->BackendPlatformName;
|
io.BackendPlatformName = bd->BackendPlatformName;
|
||||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||||
@@ -510,17 +518,20 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
|||||||
bd->Window = window;
|
bd->Window = window;
|
||||||
bd->WindowID = SDL_GetWindowID(window);
|
bd->WindowID = SDL_GetWindowID(window);
|
||||||
bd->Renderer = renderer;
|
bd->Renderer = renderer;
|
||||||
|
bd->IsWayland = strcmp(sdl_video_driver, "wayland") == 0;
|
||||||
|
|
||||||
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
||||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||||
bd->MouseCanUseGlobalState = false;
|
bd->MouseCanUseGlobalState = false;
|
||||||
bd->MouseCanUseCapture = false;
|
bd->MouseCaptureMode = ImGui_ImplSDL3_MouseCaptureMode_Disabled;
|
||||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
|
||||||
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||||
for (const char* item : capture_and_global_state_whitelist)
|
for (const char* item : capture_and_global_state_whitelist)
|
||||||
if (strncmp(sdl_backend, item, strlen(item)) == 0)
|
if (strncmp(sdl_video_driver, item, strlen(item)) == 0)
|
||||||
bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
|
{
|
||||||
|
bd->MouseCanUseGlobalState = true;
|
||||||
|
bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL3_MouseCaptureMode_Enabled;
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
@@ -555,22 +566,18 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
|||||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||||
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||||||
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||||||
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_EVENT_WINDOW_FOCUS_GAINED)
|
||||||
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
|
||||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||||
#endif
|
|
||||||
|
|
||||||
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
||||||
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
|
||||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||||
#endif
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
|
||||||
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||||
{
|
{
|
||||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
|
||||||
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
|
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -629,6 +636,14 @@ void ImGui_ImplSDL3_Shutdown()
|
|||||||
IM_DELETE(bd);
|
IM_DELETE(bd);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode)
|
||||||
|
{
|
||||||
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||||
|
if (mode == ImGui_ImplSDL3_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL3_MouseCaptureMode_Disabled)
|
||||||
|
SDL_CaptureMouse(false);
|
||||||
|
bd->MouseCaptureMode = mode;
|
||||||
|
}
|
||||||
|
|
||||||
static void ImGui_ImplSDL3_UpdateMouseData()
|
static void ImGui_ImplSDL3_UpdateMouseData()
|
||||||
{
|
{
|
||||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||||
@@ -637,8 +652,12 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
|||||||
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
|
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
|
||||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||||
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
|
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
|
||||||
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
|
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture.
|
||||||
if (bd->MouseCanUseCapture)
|
if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_Enabled)
|
||||||
|
{
|
||||||
|
SDL_CaptureMouse(bd->MouseButtonsDown != 0);
|
||||||
|
}
|
||||||
|
else if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag)
|
||||||
{
|
{
|
||||||
bool want_capture = false;
|
bool want_capture = false;
|
||||||
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
|
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
|
||||||
@@ -663,15 +682,15 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
|||||||
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
|
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
|
||||||
SDL_Window* hovered_window = SDL_GetMouseFocus();
|
SDL_Window* hovered_window = SDL_GetMouseFocus();
|
||||||
const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
|
const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
|
||||||
if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||||
{
|
{
|
||||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||||
float mouse_x, mouse_y;
|
float mouse_x, mouse_y;
|
||||||
int window_x, window_y;
|
int window_x, window_y;
|
||||||
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
|
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
|
||||||
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
||||||
mouse_x -= window_x;
|
mouse_x -= (float)window_x;
|
||||||
mouse_y -= window_y;
|
mouse_y -= (float)window_y;
|
||||||
io.AddMousePosEvent(mouse_x, mouse_y);
|
io.AddMousePosEvent(mouse_x, mouse_y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -844,7 +863,7 @@ void ImGui_ImplSDL3_NewFrame()
|
|||||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||||
if (current_time <= bd->Time)
|
if (current_time <= bd->Time)
|
||||||
current_time = bd->Time + 1;
|
current_time = bd->Time + 1;
|
||||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f);
|
||||||
bd->Time = current_time;
|
bd->Time = current_time;
|
||||||
|
|
||||||
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||||
|
|||||||
@@ -44,4 +44,11 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
|
|||||||
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
|
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
|
||||||
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
|
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
|
||||||
|
|
||||||
|
// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it.
|
||||||
|
// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse.
|
||||||
|
// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650.
|
||||||
|
// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL3_MouseCaptureMode_Disabled.
|
||||||
|
enum ImGui_ImplSDL3_MouseCaptureMode { ImGui_ImplSDL3_MouseCaptureMode_Enabled, ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL3_MouseCaptureMode_Disabled };
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode);
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -22,6 +22,10 @@
|
|||||||
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
|
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
|
||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
|
// 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)
|
||||||
|
// 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)
|
||||||
|
// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262)
|
||||||
|
// 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.
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||||
// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created.
|
// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created.
|
||||||
// 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)
|
// 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)
|
||||||
@@ -56,11 +60,16 @@ struct ImGui_ImplSDLGPU3_Data
|
|||||||
{
|
{
|
||||||
ImGui_ImplSDLGPU3_InitInfo InitInfo;
|
ImGui_ImplSDLGPU3_InitInfo InitInfo;
|
||||||
|
|
||||||
|
// Render state
|
||||||
|
ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
|
||||||
|
SDL_GPUSampler* CurrentSampler = nullptr;
|
||||||
|
|
||||||
// Graphics pipeline & shaders
|
// Graphics pipeline & shaders
|
||||||
SDL_GPUShader* VertexShader = nullptr;
|
SDL_GPUShader* VertexShader = nullptr;
|
||||||
SDL_GPUShader* FragmentShader = nullptr;
|
SDL_GPUShader* FragmentShader = nullptr;
|
||||||
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
|
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
|
||||||
SDL_GPUSampler* TexSamplerLinear = nullptr;
|
SDL_GPUSampler* TexSamplerLinear = nullptr;
|
||||||
|
SDL_GPUSampler* TexSamplerNearest = nullptr;
|
||||||
SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
|
SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
|
||||||
uint32_t TexTransferBufferSize = 0;
|
uint32_t TexTransferBufferSize = 0;
|
||||||
|
|
||||||
@@ -83,10 +92,10 @@ static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
|
|||||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
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)
|
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)
|
||||||
{
|
{
|
||||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||||
render_state->SamplerCurrent = bd->TexSamplerLinear;
|
bd->CurrentSampler = bd->TexSamplerLinear;
|
||||||
|
|
||||||
// Bind graphics pipeline
|
// Bind graphics pipeline
|
||||||
SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
|
SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
|
||||||
@@ -129,8 +138,7 @@ static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer*
|
|||||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
||||||
|
|
||||||
// FIXME-OPT: Not optimal, but this is fairly rarely called.
|
// There is no need for calling SDL_WaitForGPUIdle here, as SDL3 will handle deferred buffer deletion automatically.
|
||||||
SDL_WaitForGPUIdle(v->Device);
|
|
||||||
SDL_ReleaseGPUBuffer(v->Device, *buffer);
|
SDL_ReleaseGPUBuffer(v->Device, *buffer);
|
||||||
SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
|
SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
|
||||||
|
|
||||||
@@ -171,8 +179,8 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
|
|||||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
||||||
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
|
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
|
||||||
|
|
||||||
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
uint32_t vertex_size = (uint32_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||||
uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
uint32_t index_size = (uint32_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||||
if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
|
if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
|
||||||
CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
|
CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
|
||||||
if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
|
if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
|
||||||
@@ -213,6 +221,11 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
|
|||||||
SDL_EndGPUCopyPass(copy_pass);
|
SDL_EndGPUCopyPass(copy_pass);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
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.
|
||||||
|
static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerLinear; }
|
||||||
|
static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerNearest; }
|
||||||
|
|
||||||
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
|
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
|
||||||
{
|
{
|
||||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||||
@@ -235,10 +248,9 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
|||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
ImGui_ImplSDLGPU3_RenderState render_state;
|
ImGui_ImplSDLGPU3_RenderState render_state;
|
||||||
render_state.Device = bd->InitInfo.Device;
|
render_state.Device = bd->InitInfo.Device;
|
||||||
render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSamplerLinear;
|
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
|
||||||
platform_io.Renderer_RenderState = &render_state;
|
|
||||||
|
|
||||||
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
||||||
|
|
||||||
// Render command lists
|
// Render command lists
|
||||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||||
@@ -252,9 +264,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
|||||||
if (pcmd->UserCallback != nullptr)
|
if (pcmd->UserCallback != nullptr)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
||||||
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
}
|
}
|
||||||
@@ -267,8 +278,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
|||||||
// Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
|
// Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
|
||||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||||
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
@@ -283,7 +294,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
|||||||
// Bind DescriptorSet with font or user texture
|
// Bind DescriptorSet with font or user texture
|
||||||
SDL_GPUTextureSamplerBinding texture_sampler_binding;
|
SDL_GPUTextureSamplerBinding texture_sampler_binding;
|
||||||
texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
|
texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
|
||||||
texture_sampler_binding.sampler = render_state.SamplerCurrent;
|
texture_sampler_binding.sampler = bd->CurrentSampler;
|
||||||
SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
|
SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
@@ -302,11 +313,14 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
|||||||
// 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)
|
// 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)
|
||||||
SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
|
SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
|
||||||
SDL_SetGPUScissor(render_pass, &scissor_rect);
|
SDL_SetGPUScissor(render_pass, &scissor_rect);
|
||||||
|
|
||||||
|
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
|
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
|
||||||
{
|
{
|
||||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||||
|
if (tex->GetTexID() != ImTextureID_Invalid)
|
||||||
if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
|
if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
|
||||||
SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
|
SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
|
||||||
|
|
||||||
@@ -452,6 +466,10 @@ static void ImGui_ImplSDLGPU3_CreateShaders()
|
|||||||
#ifdef __APPLE__
|
#ifdef __APPLE__
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
SDL_GPUShaderFormat supported_formats = SDL_GetGPUShaderFormats(v->Device);
|
||||||
|
if (supported_formats & SDL_GPU_SHADERFORMAT_METALLIB)
|
||||||
|
{
|
||||||
|
// Using metallib blobs (macOS 14+, iOS)
|
||||||
vertex_shader_info.entrypoint = "main0";
|
vertex_shader_info.entrypoint = "main0";
|
||||||
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
||||||
vertex_shader_info.code = metallib_vertex;
|
vertex_shader_info.code = metallib_vertex;
|
||||||
@@ -461,6 +479,19 @@ static void ImGui_ImplSDLGPU3_CreateShaders()
|
|||||||
fragment_shader_info.code = metallib_fragment;
|
fragment_shader_info.code = metallib_fragment;
|
||||||
fragment_shader_info.code_size = sizeof(metallib_fragment);
|
fragment_shader_info.code_size = sizeof(metallib_fragment);
|
||||||
}
|
}
|
||||||
|
else if (supported_formats & SDL_GPU_SHADERFORMAT_MSL)
|
||||||
|
{
|
||||||
|
// macOS: using MSL source
|
||||||
|
vertex_shader_info.entrypoint = "main0";
|
||||||
|
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
|
||||||
|
vertex_shader_info.code = msl_vertex;
|
||||||
|
vertex_shader_info.code_size = sizeof(msl_vertex);
|
||||||
|
fragment_shader_info.entrypoint = "main0";
|
||||||
|
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
|
||||||
|
fragment_shader_info.code = msl_fragment;
|
||||||
|
fragment_shader_info.code_size = sizeof(msl_fragment);
|
||||||
|
}
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
|
bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
|
||||||
bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
|
bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
|
||||||
@@ -574,9 +605,14 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
|
|||||||
sampler_info.enable_anisotropy = false;
|
sampler_info.enable_anisotropy = false;
|
||||||
sampler_info.max_anisotropy = 1.0f;
|
sampler_info.max_anisotropy = 1.0f;
|
||||||
sampler_info.enable_compare = false;
|
sampler_info.enable_compare = false;
|
||||||
|
|
||||||
bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info);
|
bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info);
|
||||||
IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
|
IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
|
||||||
|
|
||||||
|
sampler_info.min_filter = SDL_GPU_FILTER_NEAREST;
|
||||||
|
sampler_info.mag_filter = SDL_GPU_FILTER_NEAREST;
|
||||||
|
sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
|
||||||
|
bd->TexSamplerNearest = SDL_CreateGPUSampler(v->Device, &sampler_info);
|
||||||
|
IM_ASSERT(bd->TexSamplerNearest != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
|
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
|
||||||
@@ -612,6 +648,7 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
|
|||||||
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
|
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
|
||||||
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
|
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
|
||||||
if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; }
|
if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; }
|
||||||
|
if (bd->TexSamplerNearest) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerNearest); bd->TexSamplerNearest = nullptr; }
|
||||||
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
|
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -628,6 +665,11 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
|
|||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
IM_ASSERT(info->Device != nullptr);
|
IM_ASSERT(info->Device != nullptr);
|
||||||
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
|
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
|
||||||
|
|
||||||
|
|||||||
@@ -48,7 +48,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data,
|
|||||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
// [BETA] Selected render state data shared with callbacks.
|
// [BETA] Selected render state data shared with callbacks.
|
||||||
@@ -57,8 +57,6 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
|
|||||||
struct ImGui_ImplSDLGPU3_RenderState
|
struct ImGui_ImplSDLGPU3_RenderState
|
||||||
{
|
{
|
||||||
SDL_GPUDevice* Device;
|
SDL_GPUDevice* Device;
|
||||||
SDL_GPUSampler* SamplerDefault; // Default sampler (bilinear filtering)
|
|
||||||
SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback)
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -221,6 +221,40 @@ const uint8_t metallib_fragment[3787] = {
|
|||||||
148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,
|
148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,
|
||||||
112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
};
|
};
|
||||||
|
static uint8_t msl_vertex[800] =
|
||||||
|
{
|
||||||
|
35,105,110,99,108,117,100,101,32,60,109,101,116,97,108,95,115,116,100,108,105,98,62,10,35,105,110,99,108,117,100,101,32,60,115,105,109,100,47,115,105,109,100,46,104,62,10,10,117,115,
|
||||||
|
105,110,103,32,110,97,109,101,115,112,97,99,101,32,109,101,116,97,108,59,10,10,115,116,114,117,99,116,32,95,57,10,123,10,32,32,32,32,102,108,111,97,116,52,32,67,111,108,111,114,59,
|
||||||
|
10,32,32,32,32,102,108,111,97,116,50,32,85,86,59,10,125,59,10,10,115,116,114,117,99,116,32,85,66,79,10,123,10,32,32,32,32,102,108,111,97,116,50,32,117,83,99,97,108,101,59,10,32,32,
|
||||||
|
32,32,102,108,111,97,116,50,32,117,84,114,97,110,115,108,97,116,101,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,111,117,116,10,123,10,32,32,32,32,102,108,111,
|
||||||
|
97,116,52,32,79,117,116,95,67,111,108,111,114,32,91,91,117,115,101,114,40,108,111,99,110,48,41,93,93,59,10,32,32,32,32,102,108,111,97,116,50,32,79,117,116,95,85,86,32,91,91,117,115,
|
||||||
|
101,114,40,108,111,99,110,49,41,93,93,59,10,32,32,32,32,102,108,111,97,116,52,32,103,108,95,80,111,115,105,116,105,111,110,32,91,91,112,111,115,105,116,105,111,110,93,93,59,10,125,
|
||||||
|
59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,105,110,10,123,10,32,32,32,32,102,108,111,97,116,50,32,97,80,111,115,32,91,91,97,116,116,114,105,98,117,116,101,40,48,41,93,
|
||||||
|
93,59,10,32,32,32,32,102,108,111,97,116,50,32,97,85,86,32,91,91,97,116,116,114,105,98,117,116,101,40,49,41,93,93,59,10,32,32,32,32,102,108,111,97,116,52,32,97,67,111,108,111,114,32,
|
||||||
|
91,91,97,116,116,114,105,98,117,116,101,40,50,41,93,93,59,10,125,59,10,10,118,101,114,116,101,120,32,109,97,105,110,48,95,111,117,116,32,109,97,105,110,48,40,109,97,105,110,48,95,105,
|
||||||
|
110,32,105,110,32,91,91,115,116,97,103,101,95,105,110,93,93,44,32,99,111,110,115,116,97,110,116,32,85,66,79,38,32,117,98,111,32,91,91,98,117,102,102,101,114,40,48,41,93,93,41,10,123,
|
||||||
|
10,32,32,32,32,109,97,105,110,48,95,111,117,116,32,111,117,116,32,61,32,123,125,59,10,32,32,32,32,95,57,32,79,117,116,32,61,32,123,125,59,10,32,32,32,32,79,117,116,46,67,111,108,111,
|
||||||
|
114,32,61,32,105,110,46,97,67,111,108,111,114,59,10,32,32,32,32,79,117,116,46,85,86,32,61,32,105,110,46,97,85,86,59,10,32,32,32,32,111,117,116,46,103,108,95,80,111,115,105,116,105,
|
||||||
|
111,110,32,61,32,102,108,111,97,116,52,40,40,105,110,46,97,80,111,115,32,42,32,117,98,111,46,117,83,99,97,108,101,41,32,43,32,117,98,111,46,117,84,114,97,110,115,108,97,116,101,44,
|
||||||
|
32,48,46,48,44,32,49,46,48,41,59,10,32,32,32,32,111,117,116,46,103,108,95,80,111,115,105,116,105,111,110,46,121,32,42,61,32,40,45,49,46,48,41,59,10,32,32,32,32,111,117,116,46,79,117,
|
||||||
|
116,95,67,111,108,111,114,32,61,32,79,117,116,46,67,111,108,111,114,59,10,32,32,32,32,111,117,116,46,79,117,116,95,85,86,32,61,32,79,117,116,46,85,86,59,10,32,32,32,32,114,101,116,
|
||||||
|
117,114,110,32,111,117,116,59,10,125,10,10,
|
||||||
|
};
|
||||||
|
static uint8_t msl_fragment[580] =
|
||||||
|
{
|
||||||
|
35,105,110,99,108,117,100,101,32,60,109,101,116,97,108,95,115,116,100,108,105,98,62,10,35,105,110,99,108,117,100,101,32,60,115,105,109,100,47,115,105,109,100,46,104,62,10,10,117,115,
|
||||||
|
105,110,103,32,110,97,109,101,115,112,97,99,101,32,109,101,116,97,108,59,10,10,115,116,114,117,99,116,32,95,49,49,10,123,10,32,32,32,32,102,108,111,97,116,52,32,67,111,108,111,114,
|
||||||
|
59,10,32,32,32,32,102,108,111,97,116,50,32,85,86,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,111,117,116,10,123,10,32,32,32,32,102,108,111,97,116,52,32,102,67,
|
||||||
|
111,108,111,114,32,91,91,99,111,108,111,114,40,48,41,93,93,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,105,110,10,123,10,32,32,32,32,102,108,111,97,116,52,32,
|
||||||
|
73,110,95,67,111,108,111,114,32,91,91,117,115,101,114,40,108,111,99,110,48,41,93,93,59,10,32,32,32,32,102,108,111,97,116,50,32,73,110,95,85,86,32,91,91,117,115,101,114,40,108,111,99,
|
||||||
|
110,49,41,93,93,59,10,125,59,10,10,102,114,97,103,109,101,110,116,32,109,97,105,110,48,95,111,117,116,32,109,97,105,110,48,40,109,97,105,110,48,95,105,110,32,105,110,32,91,91,115,116,
|
||||||
|
97,103,101,95,105,110,93,93,44,32,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,62,32,115,84,101,120,116,117,114,101,32,91,91,116,101,120,116,117,114,101,40,48,41,93,93,
|
||||||
|
44,32,115,97,109,112,108,101,114,32,115,84,101,120,116,117,114,101,83,109,112,108,114,32,91,91,115,97,109,112,108,101,114,40,48,41,93,93,41,10,123,10,32,32,32,32,109,97,105,110,48,
|
||||||
|
95,111,117,116,32,111,117,116,32,61,32,123,125,59,10,32,32,32,32,95,49,49,32,73,110,32,61,32,123,125,59,10,32,32,32,32,73,110,46,67,111,108,111,114,32,61,32,105,110,46,73,110,95,67,
|
||||||
|
111,108,111,114,59,10,32,32,32,32,73,110,46,85,86,32,61,32,105,110,46,73,110,95,85,86,59,10,32,32,32,32,111,117,116,46,102,67,111,108,111,114,32,61,32,73,110,46,67,111,108,111,114,
|
||||||
|
32,42,32,115,84,101,120,116,117,114,101,46,115,97,109,112,108,101,40,115,84,101,120,116,117,114,101,83,109,112,108,114,44,32,73,110,46,85,86,41,59,10,32,32,32,32,114,101,116,117,114,
|
||||||
|
110,32,111,117,116,59,10,125,10,10,
|
||||||
|
};
|
||||||
#elif TARGET_OS_IPHONE
|
#elif TARGET_OS_IPHONE
|
||||||
const uint8_t metallib_vertex[3876] = {
|
const uint8_t metallib_vertex[3876] = {
|
||||||
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16,
|
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16,
|
||||||
|
|||||||
@@ -14,8 +14,10 @@
|
|||||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||||
|
// Missing features or Issues:
|
||||||
|
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
// Learn about Dear ImGui:
|
// Learn about Dear ImGui:
|
||||||
// - FAQ https://dearimgui.com/faq
|
// - FAQ https://dearimgui.com/faq
|
||||||
@@ -24,6 +26,9 @@
|
|||||||
// - Introduction, links and more at the top of imgui.cpp
|
// - Introduction, links and more at the top of imgui.cpp
|
||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported). (#9378)
|
||||||
|
// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer2_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||||
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
|
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
|
||||||
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
|
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
|
||||||
@@ -71,41 +76,6 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Functions
|
// Functions
|
||||||
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
IMGUI_CHECKVERSION();
|
|
||||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
||||||
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
|
|
||||||
|
|
||||||
// Setup backend capabilities flags
|
|
||||||
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
|
|
||||||
io.BackendRendererUserData = (void*)bd;
|
|
||||||
io.BackendRendererName = "imgui_impl_sdlrenderer2";
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
|
||||||
|
|
||||||
bd->Renderer = renderer;
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplSDLRenderer2_Shutdown()
|
|
||||||
{
|
|
||||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
|
||||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
||||||
|
|
||||||
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
|
||||||
|
|
||||||
io.BackendRendererName = nullptr;
|
|
||||||
io.BackendRendererUserData = nullptr;
|
|
||||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
|
||||||
platform_io.ClearRendererHandlers();
|
|
||||||
IM_DELETE(bd);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
|
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
|
||||||
{
|
{
|
||||||
// Clear out any viewports and cliprect set by the user
|
// Clear out any viewports and cliprect set by the user
|
||||||
@@ -121,6 +91,9 @@ void ImGui_ImplSDLRenderer2_NewFrame()
|
|||||||
IM_UNUSED(bd);
|
IM_UNUSED(bd);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
|
||||||
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
||||||
{
|
{
|
||||||
// If there's a scale factor set by the user, use that instead
|
// If there's a scale factor set by the user, use that instead
|
||||||
@@ -183,8 +156,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
|||||||
if (pcmd->UserCallback)
|
if (pcmd->UserCallback)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
||||||
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
|
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
@@ -267,6 +239,7 @@ void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
|
|||||||
}
|
}
|
||||||
else if (tex->Status == ImTextureStatus_WantDestroy)
|
else if (tex->Status == ImTextureStatus_WantDestroy)
|
||||||
{
|
{
|
||||||
|
if (tex->TexID != ImTextureID_Invalid)
|
||||||
if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
|
if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
|
||||||
SDL_DestroyTexture(sdl_texture);
|
SDL_DestroyTexture(sdl_texture);
|
||||||
|
|
||||||
@@ -291,6 +264,44 @@ void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||||
|
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
|
||||||
|
|
||||||
|
// Setup backend capabilities flags
|
||||||
|
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
|
||||||
|
io.BackendRendererUserData = (void*)bd;
|
||||||
|
io.BackendRendererName = "imgui_impl_sdlrenderer2";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState;
|
||||||
|
|
||||||
|
bd->Renderer = renderer;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplSDLRenderer2_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
|
||||||
|
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
||||||
|
|
||||||
|
io.BackendRendererName = nullptr;
|
||||||
|
io.BackendRendererUserData = nullptr;
|
||||||
|
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||||
|
platform_io.ClearRendererHandlers();
|
||||||
|
IM_DELETE(bd);
|
||||||
|
}
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
#if defined(__clang__)
|
#if defined(__clang__)
|
||||||
|
|||||||
@@ -14,6 +14,8 @@
|
|||||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||||
|
// Missing features or Issues:
|
||||||
|
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
|
||||||
|
|
||||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
@@ -39,7 +41,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_d
|
|||||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
// [BETA] Selected render state data shared with callbacks.
|
// [BETA] Selected render state data shared with callbacks.
|
||||||
|
|||||||
@@ -15,7 +15,7 @@
|
|||||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
// Learn about Dear ImGui:
|
// Learn about Dear ImGui:
|
||||||
// - FAQ https://dearimgui.com/faq
|
// - FAQ https://dearimgui.com/faq
|
||||||
@@ -24,6 +24,9 @@
|
|||||||
// - Introduction, links and more at the top of imgui.cpp
|
// - Introduction, links and more at the top of imgui.cpp
|
||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||||
|
// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||||
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
|
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
|
||||||
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
|
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
|
||||||
@@ -58,6 +61,9 @@ struct ImGui_ImplSDLRenderer3_Data
|
|||||||
SDL_Renderer* Renderer; // Main viewport's renderer
|
SDL_Renderer* Renderer; // Main viewport's renderer
|
||||||
ImVector<SDL_FColor> ColorBuffer;
|
ImVector<SDL_FColor> ColorBuffer;
|
||||||
|
|
||||||
|
// Render State
|
||||||
|
SDL_ScaleMode CurrentScaleMode;
|
||||||
|
|
||||||
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -69,41 +75,6 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Functions
|
// Functions
|
||||||
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
IMGUI_CHECKVERSION();
|
|
||||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
||||||
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
|
|
||||||
|
|
||||||
// Setup backend capabilities flags
|
|
||||||
ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
|
|
||||||
io.BackendRendererUserData = (void*)bd;
|
|
||||||
io.BackendRendererName = "imgui_impl_sdlrenderer3";
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
|
||||||
|
|
||||||
bd->Renderer = renderer;
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplSDLRenderer3_Shutdown()
|
|
||||||
{
|
|
||||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
|
||||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
||||||
|
|
||||||
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
|
|
||||||
|
|
||||||
io.BackendRendererName = nullptr;
|
|
||||||
io.BackendRendererUserData = nullptr;
|
|
||||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
|
||||||
platform_io.ClearRendererHandlers();
|
|
||||||
IM_DELETE(bd);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
|
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
|
||||||
{
|
{
|
||||||
// Clear out any viewports and cliprect set by the user
|
// Clear out any viewports and cliprect set by the user
|
||||||
@@ -137,6 +108,11 @@ static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_F
|
|||||||
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
|
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); bd->CurrentScaleMode = SDL_SCALEMODE_LINEAR; }
|
||||||
|
static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); bd->CurrentScaleMode = SDL_SCALEMODE_NEAREST; }
|
||||||
|
|
||||||
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
||||||
{
|
{
|
||||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||||
@@ -203,8 +179,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
|||||||
if (pcmd->UserCallback)
|
if (pcmd->UserCallback)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
||||||
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
|
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
@@ -230,6 +205,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
|||||||
|
|
||||||
// Bind texture, Draw
|
// Bind texture, Draw
|
||||||
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||||||
|
SDL_SetTextureScaleMode(tex, bd->CurrentScaleMode);
|
||||||
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
|
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
|
||||||
xy, (int)sizeof(ImDrawVert),
|
xy, (int)sizeof(ImDrawVert),
|
||||||
color, (int)sizeof(ImDrawVert),
|
color, (int)sizeof(ImDrawVert),
|
||||||
@@ -254,7 +230,7 @@ void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
|
|||||||
{
|
{
|
||||||
// Create and upload new texture to graphics system
|
// Create and upload new texture to graphics system
|
||||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||||
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
|
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||||
|
|
||||||
// Create texture
|
// Create texture
|
||||||
@@ -283,6 +259,7 @@ void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
|
|||||||
}
|
}
|
||||||
else if (tex->Status == ImTextureStatus_WantDestroy)
|
else if (tex->Status == ImTextureStatus_WantDestroy)
|
||||||
{
|
{
|
||||||
|
if (tex->TexID != ImTextureID_Invalid)
|
||||||
if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
|
if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
|
||||||
SDL_DestroyTexture(sdl_texture);
|
SDL_DestroyTexture(sdl_texture);
|
||||||
|
|
||||||
@@ -307,6 +284,46 @@ void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||||
|
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
|
||||||
|
|
||||||
|
// Setup backend capabilities flags
|
||||||
|
ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
|
||||||
|
io.BackendRendererUserData = (void*)bd;
|
||||||
|
io.BackendRendererName = "imgui_impl_sdlrenderer3";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
|
bd->Renderer = renderer;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplSDLRenderer3_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
|
||||||
|
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
|
||||||
|
|
||||||
|
io.BackendRendererName = nullptr;
|
||||||
|
io.BackendRendererUserData = nullptr;
|
||||||
|
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||||
|
platform_io.ClearRendererHandlers();
|
||||||
|
IM_DELETE(bd);
|
||||||
|
}
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
#if defined(__clang__)
|
#if defined(__clang__)
|
||||||
|
|||||||
@@ -15,7 +15,7 @@
|
|||||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
// Learn about Dear ImGui:
|
// Learn about Dear ImGui:
|
||||||
// - FAQ https://dearimgui.com/faq
|
// - FAQ https://dearimgui.com/faq
|
||||||
@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_d
|
|||||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
// [BETA] Selected render state data shared with callbacks.
|
// [BETA] Selected render state data shared with callbacks.
|
||||||
|
|||||||
@@ -2,7 +2,7 @@
|
|||||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
|
// [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||||
@@ -27,10 +27,24 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||||
|
// 2026-04-22: *BREAKING CHANGE* redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. This change allows us to facilitate changing samplers, in line with other backends.
|
||||||
|
// - When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler.
|
||||||
|
// - Before: ImGui_ImplVulkan_AddTexture(VkSampler, VkImageView, VkImageLayout)
|
||||||
|
// - After: ImGui_ImplVulkan_AddTexture(VkImageView, VkImageLayout)
|
||||||
|
// - Kept inline redirection function that ignores the sampler.
|
||||||
|
// - When creating your own descriptor pool (instead of letting backend creates its own):
|
||||||
|
// - Before: need at least IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER.
|
||||||
|
// - After: need at least IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE.
|
||||||
|
// + IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLER.
|
||||||
|
// 2026-03-11: Vulkan: Added ImGui_ImplVulkan_PipelineInfo::ExtraDynamicStates[] to allow specifying extra dynamic states to add when creating the VkPipeline. (#9211)
|
||||||
|
// 2025-09-26: [Helpers] *BREAKING CHANGE*: Vulkan: Helper ImGui_ImplVulkanH_DestroyWindow() does not call vkDestroySurfaceKHR(): as surface is created by caller of ImGui_ImplVulkanH_CreateOrResizeWindow(), it is more consistent that we don't destroy it. (#9163)
|
||||||
|
// 2026-01-05: [Helpers] *BREAKING CHANGE*: Vulkan: Helper for creating render pass uses ImGui_ImplVulkanH_Window::AttachmentDesc to create render pass. Removed ClearEnabled. (#9152)
|
||||||
|
// 2025-11-24: [Helpers] Vulkan: Helper for creating a swap-chain (used by examples and multi-viewports) selects VkSwapchainCreateInfoKHR's compositeAlpha based on cap.supportedCompositeAlpha. (#8784)
|
||||||
// 2025-10-15: Vulkan: Added IMGUI_IMPL_VULKAN_VOLK_FILENAME to configure path to volk.h header. (#9008)
|
// 2025-10-15: Vulkan: Added IMGUI_IMPL_VULKAN_VOLK_FILENAME to configure path to volk.h header. (#9008)
|
||||||
// 2025-09-26: *BREAKING CHANGE*: moved some fields in ImGui_ImplVulkan_InitInfo: init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass, init_info.Subpass --> init_info.PipelineInfoMain.Subpass, init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples, init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo.
|
// 2025-09-26: *BREAKING CHANGE*: moved some fields in ImGui_ImplVulkan_InitInfo: init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass, init_info.Subpass --> init_info.PipelineInfoMain.Subpass, init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples, init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo.
|
||||||
// 2025-09-26: *BREAKING CHANGE*: renamed ImGui_ImplVulkan_MainPipelineCreateInfo to ImGui_ImplVulkan_PipelineInfo. Introduced very recently so shouldn't affect many users.
|
// 2025-09-26: *BREAKING CHANGE*: renamed ImGui_ImplVulkan_MainPipelineCreateInfo to ImGui_ImplVulkan_PipelineInfo. Introduced very recently so shouldn't affect many users.
|
||||||
// 2025-09-26: *BREAKING CHANGE*: helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a VkImageUsageFlags image_usage` argument, default to VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT if 0.
|
// 2025-09-26: [Helpers] *BREAKING CHANGE*: Helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a VkImageUsageFlags image_usage` argument, default to VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT if 0.
|
||||||
// 2025-09-26: Vulkan: Added a way to customize shaders by filling ImGui_ImplVulkan_InitInfo::CustomShaderVertCreateInfo/CustomShaderFragCreateInfo. (#8585)
|
// 2025-09-26: Vulkan: Added a way to customize shaders by filling ImGui_ImplVulkan_InitInfo::CustomShaderVertCreateInfo/CustomShaderFragCreateInfo. (#8585)
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||||
// 2025-09-04: Vulkan: Added ImGui_ImplVulkan_CreateMainPipeline(). (#8110, #8111)
|
// 2025-09-04: Vulkan: Added ImGui_ImplVulkan_CreateMainPipeline(). (#8110, #8111)
|
||||||
@@ -44,8 +58,8 @@
|
|||||||
// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions().
|
// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions().
|
||||||
// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326)
|
// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326)
|
||||||
// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642)
|
// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642)
|
||||||
// 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
|
// 2025-01-06: [Helpers] Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
|
||||||
// 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
|
// 2024-12-11: [Helpers] Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
|
||||||
// 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)
|
// 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)
|
||||||
// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||||
// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||||||
@@ -53,7 +67,7 @@
|
|||||||
// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
|
// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
|
||||||
// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering.
|
// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering.
|
||||||
// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure.
|
// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure.
|
||||||
// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
|
// 2024-01-19: [Helpers] Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
|
||||||
// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189).
|
// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189).
|
||||||
// 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238)
|
// 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238)
|
||||||
// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
|
// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
|
||||||
@@ -81,16 +95,16 @@
|
|||||||
// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||||
// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||||
// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
|
// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
|
||||||
// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
|
// 2019-04-04: [Helpers] Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
|
||||||
// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
|
// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
|
||||||
// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int).
|
// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int).
|
||||||
// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
|
// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
|
||||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||||
// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
|
// 2018-08-25: [Helpers] Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
|
||||||
// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends.
|
// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends.
|
||||||
// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
|
// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
|
||||||
// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||||
// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
|
// 2018-03-03: [Helpers] Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
|
||||||
// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology.
|
// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology.
|
||||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself.
|
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself.
|
||||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||||
@@ -113,6 +127,14 @@
|
|||||||
#pragma warning (disable: 4127) // condition expression is constant
|
#pragma warning (disable: 4127) // condition expression is constant
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
// Clang/GCC warnings with -Weverything
|
||||||
|
#if defined(__clang__)
|
||||||
|
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||||
|
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||||
|
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||||
|
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||||
|
#endif
|
||||||
|
|
||||||
// Forward Declarations
|
// Forward Declarations
|
||||||
struct ImGui_ImplVulkan_FrameRenderBuffers;
|
struct ImGui_ImplVulkan_FrameRenderBuffers;
|
||||||
struct ImGui_ImplVulkan_WindowRenderBuffers;
|
struct ImGui_ImplVulkan_WindowRenderBuffers;
|
||||||
@@ -254,19 +276,24 @@ struct ImGui_ImplVulkan_Texture
|
|||||||
struct ImGui_ImplVulkan_Data
|
struct ImGui_ImplVulkan_Data
|
||||||
{
|
{
|
||||||
ImGui_ImplVulkan_InitInfo VulkanInitInfo;
|
ImGui_ImplVulkan_InitInfo VulkanInitInfo;
|
||||||
|
ImGui_ImplVulkan_RenderState* RenderState; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
|
||||||
VkDeviceSize BufferMemoryAlignment;
|
VkDeviceSize BufferMemoryAlignment;
|
||||||
VkDeviceSize NonCoherentAtomSize;
|
VkDeviceSize NonCoherentAtomSize;
|
||||||
VkPipelineCreateFlags PipelineCreateFlags;
|
VkPipelineCreateFlags PipelineCreateFlags;
|
||||||
VkDescriptorSetLayout DescriptorSetLayout;
|
VkDescriptorSetLayout DescriptorSetLayoutTexture;
|
||||||
|
VkDescriptorSetLayout DescriptorSetLayoutSampler;
|
||||||
VkPipelineLayout PipelineLayout;
|
VkPipelineLayout PipelineLayout;
|
||||||
VkPipeline Pipeline;
|
VkPipeline Pipeline; // pipeline for main render pass (created by app)
|
||||||
VkShaderModule ShaderModuleVert;
|
VkShaderModule ShaderModuleVert;
|
||||||
VkShaderModule ShaderModuleFrag;
|
VkShaderModule ShaderModuleFrag;
|
||||||
VkDescriptorPool DescriptorPool;
|
VkDescriptorPool DescriptorPool;
|
||||||
ImVector<VkFormat> PipelineRenderingCreateInfoColorAttachmentFormats; // Deep copy of format array
|
ImVector<VkFormat> PipelineRenderingCreateInfoColorAttachmentFormats; // Deep copy of format array
|
||||||
|
|
||||||
// Texture management
|
// Texture management
|
||||||
VkSampler TexSamplerLinear;
|
VkSampler SamplerLinear;
|
||||||
|
VkSampler SamplerNearest;
|
||||||
|
VkDescriptorSet SamplerLinearDS;
|
||||||
|
VkDescriptorSet SamplerNearestDS;
|
||||||
VkCommandPool TexCommandPool;
|
VkCommandPool TexCommandPool;
|
||||||
VkCommandBuffer TexCommandBuffer;
|
VkCommandBuffer TexCommandBuffer;
|
||||||
|
|
||||||
@@ -306,7 +333,7 @@ void main()
|
|||||||
*/
|
*/
|
||||||
static uint32_t __glsl_shader_vert_spv[] =
|
static uint32_t __glsl_shader_vert_spv[] =
|
||||||
{
|
{
|
||||||
0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
|
0x07230203,0x00010000,0x0008000b,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
|
||||||
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
|
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
|
||||||
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
|
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
|
||||||
0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
|
0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
|
||||||
@@ -319,10 +346,10 @@ static uint32_t __glsl_shader_vert_spv[] =
|
|||||||
0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
|
0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
|
||||||
0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
|
0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
|
||||||
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
|
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
|
||||||
0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
|
0x0000001e,0x00000001,0x00030047,0x00000019,0x00000002,0x00050048,0x00000019,0x00000000,
|
||||||
0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
|
0x0000000b,0x00000000,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00030047,0x0000001e,
|
||||||
0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
|
0x00000002,0x00050048,0x0000001e,0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,
|
||||||
0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
|
0x00000001,0x00000023,0x00000008,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
|
||||||
0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
|
0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
|
||||||
0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
|
0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
|
||||||
0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
|
0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
|
||||||
@@ -354,39 +381,44 @@ static uint32_t __glsl_shader_vert_spv[] =
|
|||||||
/*
|
/*
|
||||||
#version 450 core
|
#version 450 core
|
||||||
layout(location = 0) out vec4 fColor;
|
layout(location = 0) out vec4 fColor;
|
||||||
layout(set=0, binding=0) uniform sampler2D sTexture;
|
layout(set=0, binding=0) uniform texture2D _Texture;
|
||||||
|
layout(set=1, binding=0) uniform sampler _Sampler;
|
||||||
layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
|
layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
fColor = In.Color * texture(sTexture, In.UV.st);
|
fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st);
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
static uint32_t __glsl_shader_frag_spv[] =
|
static uint32_t __glsl_shader_frag_spv[] =
|
||||||
{
|
{
|
||||||
0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
|
0x07230203,0x00010000,0x0008000b,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b,
|
||||||
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
|
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
|
||||||
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
|
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
|
||||||
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
|
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
|
||||||
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
|
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
|
||||||
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
|
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
|
||||||
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
|
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000015,0x7865545f,0x65727574,
|
||||||
0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
|
0x00000000,0x00050005,0x00000019,0x6d61535f,0x72656c70,0x00000000,0x00040047,0x00000009,
|
||||||
0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
|
0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,0x00000000,0x00040047,0x00000015,
|
||||||
0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
|
0x00000021,0x00000000,0x00040047,0x00000015,0x00000022,0x00000000,0x00040047,0x00000019,
|
||||||
0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
|
0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000001,0x00020013,0x00000002,
|
||||||
0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
|
0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,
|
||||||
0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
|
0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,0x00000007,0x0004003b,0x00000008,
|
||||||
0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
|
0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,0x00000002,0x0004001e,0x0000000b,
|
||||||
0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
|
0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,0x0000000b,0x0004003b,0x0000000c,
|
||||||
0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
|
0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,0x00000001,0x0004002b,0x0000000e,
|
||||||
0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
|
0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,0x00000007,0x00090019,0x00000013,
|
||||||
0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
|
0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,0x00000001,0x00000000,0x00040020,
|
||||||
0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
|
0x00000014,0x00000000,0x00000013,0x0004003b,0x00000014,0x00000015,0x00000000,0x0002001a,
|
||||||
0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
|
0x00000017,0x00040020,0x00000018,0x00000000,0x00000017,0x0004003b,0x00000018,0x00000019,
|
||||||
0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
|
0x00000000,0x0003001b,0x0000001b,0x00000013,0x0004002b,0x0000000e,0x0000001d,0x00000001,
|
||||||
0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
|
0x00040020,0x0000001e,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,0x00000000,
|
||||||
0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
|
0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,0x0000000f,
|
||||||
0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
|
0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000013,0x00000016,0x00000015,
|
||||||
|
0x0004003d,0x00000017,0x0000001a,0x00000019,0x00050056,0x0000001b,0x0000001c,0x00000016,
|
||||||
|
0x0000001a,0x00050041,0x0000001e,0x0000001f,0x0000000d,0x0000001d,0x0004003d,0x0000000a,
|
||||||
|
0x00000020,0x0000001f,0x00050057,0x00000007,0x00000021,0x0000001c,0x00000020,0x00050085,
|
||||||
|
0x00000007,0x00000022,0x00000012,0x00000021,0x0003003e,0x00000009,0x00000022,0x000100fd,
|
||||||
0x00010038
|
0x00010038
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -469,9 +501,7 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
|
|||||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||||
|
|
||||||
// Bind pipeline:
|
// Bind pipeline:
|
||||||
{
|
|
||||||
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
||||||
}
|
|
||||||
|
|
||||||
// Bind Vertex And Index Buffer:
|
// Bind Vertex And Index Buffer:
|
||||||
if (draw_data->TotalVtxCount > 0)
|
if (draw_data->TotalVtxCount > 0)
|
||||||
@@ -483,7 +513,6 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Setup viewport:
|
// Setup viewport:
|
||||||
{
|
|
||||||
VkViewport viewport;
|
VkViewport viewport;
|
||||||
viewport.x = 0;
|
viewport.x = 0;
|
||||||
viewport.y = 0;
|
viewport.y = 0;
|
||||||
@@ -492,21 +521,33 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
|
|||||||
viewport.minDepth = 0.0f;
|
viewport.minDepth = 0.0f;
|
||||||
viewport.maxDepth = 1.0f;
|
viewport.maxDepth = 1.0f;
|
||||||
vkCmdSetViewport(command_buffer, 0, 1, &viewport);
|
vkCmdSetViewport(command_buffer, 0, 1, &viewport);
|
||||||
}
|
|
||||||
|
|
||||||
// Setup scale and translation:
|
// Setup scale and translation:
|
||||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||||
|
float constants[4];
|
||||||
|
constants[0] = 2.0f / draw_data->DisplaySize.x; // Scale
|
||||||
|
constants[1] = 2.0f / draw_data->DisplaySize.y;
|
||||||
|
constants[2] = -1.0f - draw_data->DisplayPos.x * constants[0]; // Translate
|
||||||
|
constants[3] = -1.0f - draw_data->DisplayPos.y * constants[1];
|
||||||
|
vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(float) * 4, constants);
|
||||||
|
|
||||||
|
// Setup sampler
|
||||||
|
vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerLinearDS, 0, nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplVulkan_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
static void ImGui_ImplVulkan_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->RenderState->PipelineLayout, 1, 1, &bd->SamplerLinearDS, 0, nullptr); }
|
||||||
|
static void ImGui_ImplVulkan_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->RenderState->PipelineLayout, 1, 1, &bd->SamplerNearestDS, 0, nullptr); }
|
||||||
|
|
||||||
|
// If you want to use your own sampler, you can create your own callback, access ImGui_ImplVulkan_RenderState for command-buffer and pipeline layout, e.g.
|
||||||
|
/*
|
||||||
|
void ImGui_ImplVulkan_DrawCallback_SetSamplerCustom(const ImDrawList*, const ImDrawCmd* cmd)
|
||||||
{
|
{
|
||||||
float scale[2];
|
ImGui_ImplVulkan_RenderState* render_state = (ImGui_ImplVulkan_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;
|
||||||
scale[0] = 2.0f / draw_data->DisplaySize.x;
|
vkCmdBindDescriptorSets(render_state->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, render_state->PipelineLayout, 1, 1, (VkDescriptorSet*)cmd->UserCallbackData, 0, nullptr);
|
||||||
scale[1] = 2.0f / draw_data->DisplaySize.y;
|
|
||||||
float translate[2];
|
|
||||||
translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
|
|
||||||
translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
|
|
||||||
vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
|
|
||||||
vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
// Render function
|
// Render function
|
||||||
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
|
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
|
||||||
@@ -579,16 +620,16 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
|||||||
vkUnmapMemory(v->Device, rb->IndexBufferMemory);
|
vkUnmapMemory(v->Device, rb->IndexBufferMemory);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Setup desired Vulkan state
|
|
||||||
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
|
|
||||||
|
|
||||||
// Setup render state structure (for callbacks and custom texture bindings)
|
// Setup render state structure (for callbacks and custom texture bindings)
|
||||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
ImGui_ImplVulkan_RenderState render_state;
|
ImGui_ImplVulkan_RenderState render_state;
|
||||||
render_state.CommandBuffer = command_buffer;
|
render_state.CommandBuffer = command_buffer;
|
||||||
render_state.Pipeline = pipeline;
|
render_state.Pipeline = pipeline;
|
||||||
render_state.PipelineLayout = bd->PipelineLayout;
|
render_state.PipelineLayout = bd->PipelineLayout;
|
||||||
platform_io.Renderer_RenderState = &render_state;
|
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
|
||||||
|
|
||||||
|
// Setup desired Vulkan state
|
||||||
|
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
|
||||||
|
|
||||||
// Will project scissor/clipping rectangles into framebuffer space
|
// Will project scissor/clipping rectangles into framebuffer space
|
||||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||||
@@ -596,7 +637,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
|||||||
|
|
||||||
// Render command lists
|
// Render command lists
|
||||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||||
VkDescriptorSet last_desc_set = VK_NULL_HANDLE;
|
VkDescriptorSet last_image_view = VK_NULL_HANDLE;
|
||||||
int global_vtx_offset = 0;
|
int global_vtx_offset = 0;
|
||||||
int global_idx_offset = 0;
|
int global_idx_offset = 0;
|
||||||
for (const ImDrawList* draw_list : draw_data->CmdLists)
|
for (const ImDrawList* draw_list : draw_data->CmdLists)
|
||||||
@@ -607,12 +648,13 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
|||||||
if (pcmd->UserCallback != nullptr)
|
if (pcmd->UserCallback != nullptr)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplVulkan_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
{
|
||||||
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
|
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
|
||||||
|
last_image_view = VK_NULL_HANDLE;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
last_desc_set = VK_NULL_HANDLE;
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -623,8 +665,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
|||||||
// Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds
|
// Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds
|
||||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||||
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
@@ -636,11 +678,11 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
|||||||
scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y);
|
scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y);
|
||||||
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
|
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
|
||||||
|
|
||||||
// Bind DescriptorSet with font or user texture
|
// Bind DescriptorSets for image view (font or user texture) and samplers
|
||||||
VkDescriptorSet desc_set = (VkDescriptorSet)pcmd->GetTexID();
|
VkDescriptorSet image_view = (VkDescriptorSet)pcmd->GetTexID();
|
||||||
if (desc_set != last_desc_set)
|
if (image_view != last_image_view)
|
||||||
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &desc_set, 0, nullptr);
|
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &image_view, 0, nullptr);
|
||||||
last_desc_set = desc_set;
|
last_image_view = image_view;
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||||
@@ -649,7 +691,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
|||||||
global_idx_offset += draw_list->IdxBuffer.Size;
|
global_idx_offset += draw_list->IdxBuffer.Size;
|
||||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||||
}
|
}
|
||||||
platform_io.Renderer_RenderState = nullptr;
|
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
|
||||||
|
|
||||||
// Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
|
// Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
|
||||||
// Our last values will leak into user/application rendering IF:
|
// Our last values will leak into user/application rendering IF:
|
||||||
@@ -743,7 +785,7 @@ void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Create the Descriptor Set
|
// Create the Descriptor Set
|
||||||
backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSamplerLinear, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||||
|
|
||||||
// Store identifiers
|
// Store identifiers
|
||||||
tex->SetTexID((ImTextureID)backend_tex->DescriptorSet);
|
tex->SetTexID((ImTextureID)backend_tex->DescriptorSet);
|
||||||
@@ -998,11 +1040,13 @@ static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAlloc
|
|||||||
blend_info.attachmentCount = 1;
|
blend_info.attachmentCount = 1;
|
||||||
blend_info.pAttachments = color_attachment;
|
blend_info.pAttachments = color_attachment;
|
||||||
|
|
||||||
VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
ImVector<VkDynamicState> dynamic_states = info->ExtraDynamicStates;
|
||||||
|
dynamic_states.push_back(VK_DYNAMIC_STATE_VIEWPORT);
|
||||||
|
dynamic_states.push_back(VK_DYNAMIC_STATE_SCISSOR);
|
||||||
VkPipelineDynamicStateCreateInfo dynamic_state = {};
|
VkPipelineDynamicStateCreateInfo dynamic_state = {};
|
||||||
dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
|
dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
|
||||||
dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
|
dynamic_state.dynamicStateCount = dynamic_states.Size;
|
||||||
dynamic_state.pDynamicStates = dynamic_states;
|
dynamic_state.pDynamicStates = dynamic_states.Data;
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo create_info = {};
|
VkGraphicsPipelineCreateInfo create_info = {};
|
||||||
create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||||
@@ -1036,15 +1080,83 @@ static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAlloc
|
|||||||
return pipeline;
|
return pipeline;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDescriptorSetLayout* p_layout, VkDescriptorType descriptor_type)
|
||||||
|
{
|
||||||
|
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||||
|
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||||
|
|
||||||
|
VkDescriptorSetLayoutBinding binding[1] = {};
|
||||||
|
binding[0].descriptorType = descriptor_type;
|
||||||
|
binding[0].descriptorCount = 1;
|
||||||
|
binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||||
|
VkDescriptorSetLayoutCreateInfo info = {};
|
||||||
|
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
||||||
|
info.bindingCount = 1;
|
||||||
|
info.pBindings = binding;
|
||||||
|
VkResult err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, p_layout);
|
||||||
|
check_vk_result(err);
|
||||||
|
}
|
||||||
|
|
||||||
|
static VkDescriptorSet ImGui_ImplVulkan_CreateSamplerDS(VkSampler sampler)
|
||||||
|
{
|
||||||
|
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||||
|
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||||
|
|
||||||
|
VkDescriptorSet descriptor_set;
|
||||||
|
VkDescriptorSetAllocateInfo alloc_info = {};
|
||||||
|
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
||||||
|
alloc_info.descriptorPool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool;
|
||||||
|
alloc_info.descriptorSetCount = 1;
|
||||||
|
alloc_info.pSetLayouts = &bd->DescriptorSetLayoutSampler;
|
||||||
|
VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
|
||||||
|
check_vk_result(err);
|
||||||
|
|
||||||
|
VkDescriptorImageInfo desc_image = {};
|
||||||
|
desc_image.sampler = sampler;
|
||||||
|
VkWriteDescriptorSet sampler_write_desc = {};
|
||||||
|
sampler_write_desc.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||||
|
sampler_write_desc.dstSet = descriptor_set;
|
||||||
|
sampler_write_desc.descriptorCount = 1;
|
||||||
|
sampler_write_desc.dstBinding = 0;
|
||||||
|
sampler_write_desc.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER;
|
||||||
|
sampler_write_desc.pImageInfo = &desc_image;
|
||||||
|
vkUpdateDescriptorSets(v->Device, 1, &sampler_write_desc, 0, nullptr);
|
||||||
|
return descriptor_set;
|
||||||
|
}
|
||||||
|
|
||||||
bool ImGui_ImplVulkan_CreateDeviceObjects()
|
bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||||
{
|
{
|
||||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||||
VkResult err;
|
VkResult err;
|
||||||
|
|
||||||
if (!bd->TexSamplerLinear)
|
if (!bd->DescriptorSetLayoutTexture)
|
||||||
|
ImGui_ImplVulkan_CreateDescriptorSetLayout(&bd->DescriptorSetLayoutTexture, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
|
||||||
|
if (!bd->DescriptorSetLayoutSampler)
|
||||||
|
ImGui_ImplVulkan_CreateDescriptorSetLayout(&bd->DescriptorSetLayoutSampler, VK_DESCRIPTOR_TYPE_SAMPLER);
|
||||||
|
|
||||||
|
if (v->DescriptorPoolSize != 0)
|
||||||
{
|
{
|
||||||
|
IM_ASSERT(v->DescriptorPoolSize >= IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE);
|
||||||
|
VkDescriptorPoolSize pool_sizes[] =
|
||||||
|
{
|
||||||
|
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, v->DescriptorPoolSize },
|
||||||
|
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
|
||||||
|
};
|
||||||
|
VkDescriptorPoolCreateInfo pool_info = {};
|
||||||
|
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||||
|
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
|
||||||
|
pool_info.maxSets = v->DescriptorPoolSize + IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE;
|
||||||
|
pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
|
||||||
|
pool_info.pPoolSizes = pool_sizes;
|
||||||
|
err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool);
|
||||||
|
check_vk_result(err);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create samplers
|
||||||
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
||||||
|
if (!bd->SamplerLinear || !bd->SamplerNearest)
|
||||||
|
{
|
||||||
VkSamplerCreateInfo info = {};
|
VkSamplerCreateInfo info = {};
|
||||||
info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
|
info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
|
||||||
info.magFilter = VK_FILTER_LINEAR;
|
info.magFilter = VK_FILTER_LINEAR;
|
||||||
@@ -1056,37 +1168,16 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
|||||||
info.minLod = -1000;
|
info.minLod = -1000;
|
||||||
info.maxLod = 1000;
|
info.maxLod = 1000;
|
||||||
info.maxAnisotropy = 1.0f;
|
info.maxAnisotropy = 1.0f;
|
||||||
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSamplerLinear);
|
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->SamplerLinear);
|
||||||
check_vk_result(err);
|
check_vk_result(err);
|
||||||
}
|
bd->SamplerLinearDS = ImGui_ImplVulkan_CreateSamplerDS(bd->SamplerLinear);
|
||||||
|
|
||||||
if (!bd->DescriptorSetLayout)
|
info.magFilter = VK_FILTER_NEAREST;
|
||||||
{
|
info.minFilter = VK_FILTER_NEAREST;
|
||||||
VkDescriptorSetLayoutBinding binding[1] = {};
|
info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
|
||||||
binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->SamplerNearest);
|
||||||
binding[0].descriptorCount = 1;
|
|
||||||
binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
|
||||||
VkDescriptorSetLayoutCreateInfo info = {};
|
|
||||||
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
|
||||||
info.bindingCount = 1;
|
|
||||||
info.pBindings = binding;
|
|
||||||
err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout);
|
|
||||||
check_vk_result(err);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (v->DescriptorPoolSize != 0)
|
|
||||||
{
|
|
||||||
IM_ASSERT(v->DescriptorPoolSize >= IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE);
|
|
||||||
VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize };
|
|
||||||
VkDescriptorPoolCreateInfo pool_info = {};
|
|
||||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
|
||||||
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
|
|
||||||
pool_info.maxSets = v->DescriptorPoolSize;
|
|
||||||
pool_info.poolSizeCount = 1;
|
|
||||||
pool_info.pPoolSizes = &pool_size;
|
|
||||||
|
|
||||||
err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool);
|
|
||||||
check_vk_result(err);
|
check_vk_result(err);
|
||||||
|
bd->SamplerNearestDS = ImGui_ImplVulkan_CreateSamplerDS(bd->SamplerNearest);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!bd->PipelineLayout)
|
if (!bd->PipelineLayout)
|
||||||
@@ -1096,10 +1187,10 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
|||||||
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
||||||
push_constants[0].offset = sizeof(float) * 0;
|
push_constants[0].offset = sizeof(float) * 0;
|
||||||
push_constants[0].size = sizeof(float) * 4;
|
push_constants[0].size = sizeof(float) * 4;
|
||||||
VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
|
VkDescriptorSetLayout set_layout[2] = { bd->DescriptorSetLayoutTexture, bd->DescriptorSetLayoutSampler };
|
||||||
VkPipelineLayoutCreateInfo layout_info = {};
|
VkPipelineLayoutCreateInfo layout_info = {};
|
||||||
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||||
layout_info.setLayoutCount = 1;
|
layout_info.setLayoutCount = 2;
|
||||||
layout_info.pSetLayouts = set_layout;
|
layout_info.pSetLayouts = set_layout;
|
||||||
layout_info.pushConstantRangeCount = 1;
|
layout_info.pushConstantRangeCount = 1;
|
||||||
layout_info.pPushConstantRanges = push_constants;
|
layout_info.pPushConstantRanges = push_constants;
|
||||||
@@ -1153,7 +1244,7 @@ void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* pi
|
|||||||
|
|
||||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||||
VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo;
|
VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo;
|
||||||
if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != NULL)
|
if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != nullptr)
|
||||||
{
|
{
|
||||||
// Deep copy buffer to reduce error-rate for end user (#8282)
|
// Deep copy buffer to reduce error-rate for end user (#8282)
|
||||||
ImVector<VkFormat> formats;
|
ImVector<VkFormat> formats;
|
||||||
@@ -1179,10 +1270,12 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
|
|||||||
|
|
||||||
if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; }
|
if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; }
|
||||||
if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; }
|
if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; }
|
||||||
if (bd->TexSamplerLinear) { vkDestroySampler(v->Device, bd->TexSamplerLinear, v->Allocator); bd->TexSamplerLinear = VK_NULL_HANDLE; }
|
if (bd->SamplerLinear) { vkDestroySampler(v->Device, bd->SamplerLinear, v->Allocator); bd->SamplerLinear = VK_NULL_HANDLE; }
|
||||||
|
if (bd->SamplerNearest) { vkDestroySampler(v->Device, bd->SamplerNearest, v->Allocator); bd->SamplerNearest = VK_NULL_HANDLE; }
|
||||||
if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
|
if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
|
||||||
if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
|
if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
|
||||||
if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
|
if (bd->DescriptorSetLayoutTexture) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayoutTexture, v->Allocator); bd->DescriptorSetLayoutTexture = VK_NULL_HANDLE; }
|
||||||
|
if (bd->DescriptorSetLayoutSampler) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayoutSampler, v->Allocator); bd->DescriptorSetLayoutSampler = VK_NULL_HANDLE; }
|
||||||
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
|
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
|
||||||
if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
|
if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
|
||||||
if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; }
|
if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; }
|
||||||
@@ -1278,6 +1371,11 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
|||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplVulkan_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplVulkan_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplVulkan_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
// Sanity checks
|
// Sanity checks
|
||||||
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
|
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
|
||||||
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
|
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
|
||||||
@@ -1343,7 +1441,7 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
|
|||||||
|
|
||||||
// Register a texture by creating a descriptor
|
// Register a texture by creating a descriptor
|
||||||
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
|
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
|
||||||
VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
|
VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout)
|
||||||
{
|
{
|
||||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||||
@@ -1356,28 +1454,36 @@ VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image
|
|||||||
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
||||||
alloc_info.descriptorPool = pool;
|
alloc_info.descriptorPool = pool;
|
||||||
alloc_info.descriptorSetCount = 1;
|
alloc_info.descriptorSetCount = 1;
|
||||||
alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
|
alloc_info.pSetLayouts = &bd->DescriptorSetLayoutTexture;
|
||||||
VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
|
VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
|
||||||
check_vk_result(err);
|
check_vk_result(err);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update the Descriptor Set:
|
// Update the Descriptor Set:
|
||||||
|
if (descriptor_set != VK_NULL_HANDLE)
|
||||||
{
|
{
|
||||||
VkDescriptorImageInfo desc_image[1] = {};
|
VkDescriptorImageInfo desc_image[1] = {};
|
||||||
desc_image[0].sampler = sampler;
|
|
||||||
desc_image[0].imageView = image_view;
|
desc_image[0].imageView = image_view;
|
||||||
desc_image[0].imageLayout = image_layout;
|
desc_image[0].imageLayout = image_layout;
|
||||||
VkWriteDescriptorSet write_desc[1] = {};
|
VkWriteDescriptorSet write_desc[1] = {};
|
||||||
write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||||
write_desc[0].dstSet = descriptor_set;
|
write_desc[0].dstSet = descriptor_set;
|
||||||
write_desc[0].descriptorCount = 1;
|
write_desc[0].descriptorCount = 1;
|
||||||
write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
|
||||||
write_desc[0].pImageInfo = desc_image;
|
write_desc[0].pImageInfo = desc_image;
|
||||||
vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr);
|
vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr);
|
||||||
}
|
}
|
||||||
return descriptor_set;
|
return descriptor_set;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||||
|
VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
|
||||||
|
{
|
||||||
|
IM_UNUSED(sampler);
|
||||||
|
return ImGui_ImplVulkan_AddTexture(image_view, image_layout);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
|
void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
|
||||||
{
|
{
|
||||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||||
@@ -1637,7 +1743,12 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
|||||||
info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | image_usage;
|
info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | image_usage;
|
||||||
info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family
|
info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family
|
||||||
info.preTransform = (cap.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) ? VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR : cap.currentTransform;
|
info.preTransform = (cap.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) ? VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR : cap.currentTransform;
|
||||||
|
if (cap.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR)
|
||||||
info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
|
info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
|
||||||
|
else if (cap.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR)
|
||||||
|
info.compositeAlpha = VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR;
|
||||||
|
else
|
||||||
|
IM_ASSERT(false && "No supported composite alpha mode found!");
|
||||||
info.presentMode = wd->PresentMode;
|
info.presentMode = wd->PresentMode;
|
||||||
info.clipped = VK_TRUE;
|
info.clipped = VK_TRUE;
|
||||||
info.oldSwapchain = old_swapchain;
|
info.oldSwapchain = old_swapchain;
|
||||||
@@ -1661,7 +1772,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
|||||||
check_vk_result(err);
|
check_vk_result(err);
|
||||||
VkImage backbuffers[16] = {};
|
VkImage backbuffers[16] = {};
|
||||||
IM_ASSERT(wd->ImageCount >= min_image_count);
|
IM_ASSERT(wd->ImageCount >= min_image_count);
|
||||||
IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers));
|
IM_ASSERT(wd->ImageCount < IM_COUNTOF(backbuffers));
|
||||||
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
|
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
|
||||||
check_vk_result(err);
|
check_vk_result(err);
|
||||||
|
|
||||||
@@ -1679,15 +1790,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
|||||||
// Create the Render Pass
|
// Create the Render Pass
|
||||||
if (wd->UseDynamicRendering == false)
|
if (wd->UseDynamicRendering == false)
|
||||||
{
|
{
|
||||||
VkAttachmentDescription attachment = {};
|
VkAttachmentDescription attachment = wd->AttachmentDesc;
|
||||||
|
if (attachment.format == VK_FORMAT_UNDEFINED)
|
||||||
attachment.format = wd->SurfaceFormat.format;
|
attachment.format = wd->SurfaceFormat.format;
|
||||||
attachment.samples = VK_SAMPLE_COUNT_1_BIT;
|
|
||||||
attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
|
||||||
attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
|
||||||
attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
|
||||||
attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
|
||||||
attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
|
||||||
attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
|
||||||
VkAttachmentReference color_attachment = {};
|
VkAttachmentReference color_attachment = {};
|
||||||
color_attachment.attachment = 0;
|
color_attachment.attachment = 0;
|
||||||
color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||||
@@ -1766,7 +1871,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
|||||||
void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count, VkImageUsageFlags image_usage)
|
void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count, VkImageUsageFlags image_usage)
|
||||||
{
|
{
|
||||||
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
|
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
|
||||||
(void)instance;
|
IM_ASSERT(wd->Surface != VK_NULL_HANDLE);
|
||||||
|
IM_UNUSED(instance);
|
||||||
|
|
||||||
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count, image_usage);
|
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count, image_usage);
|
||||||
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
|
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
|
||||||
|
|
||||||
@@ -1777,7 +1884,6 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
|
|||||||
VkCommandPoolCreateInfo pool_info = {};
|
VkCommandPoolCreateInfo pool_info = {};
|
||||||
pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||||
pool_info.queueFamilyIndex = queue_family;
|
pool_info.queueFamilyIndex = queue_family;
|
||||||
pool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
|
|
||||||
VkResult err = vkCreateCommandPool(device, &pool_info, allocator, &command_pool);
|
VkResult err = vkCreateCommandPool(device, &pool_info, allocator, &command_pool);
|
||||||
check_vk_result(err);
|
check_vk_result(err);
|
||||||
|
|
||||||
@@ -1849,6 +1955,7 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
|
|||||||
|
|
||||||
void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
|
void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
|
||||||
{
|
{
|
||||||
|
IM_UNUSED(instance);
|
||||||
vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
|
vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
|
||||||
//vkQueueWaitIdle(bd->Queue);
|
//vkQueueWaitIdle(bd->Queue);
|
||||||
|
|
||||||
@@ -1861,9 +1968,11 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
|
|||||||
vkDestroyPipeline(device, wd->Pipeline, allocator);
|
vkDestroyPipeline(device, wd->Pipeline, allocator);
|
||||||
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
||||||
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
|
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
|
||||||
vkDestroySurfaceKHR(instance, wd->Surface, allocator);
|
wd->RenderPass = VK_NULL_HANDLE;
|
||||||
|
wd->Swapchain = VK_NULL_HANDLE;
|
||||||
*wd = ImGui_ImplVulkanH_Window();
|
wd->Width = wd->Height = 0;
|
||||||
|
wd->FrameIndex = wd->ImageCount = wd->SemaphoreCount = wd->SemaphoreIndex = 0;
|
||||||
|
//vkDestroySurfaceKHR(instance, wd->Surface, allocator); // v1.92.6 (~2026-01-16): because wd->Surface is user provided we don't attempt to destroy it ourself.
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator)
|
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator)
|
||||||
|
|||||||
@@ -2,7 +2,7 @@
|
|||||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
|
// [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||||
@@ -50,6 +50,12 @@
|
|||||||
//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <volk.h> // Default
|
//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <volk.h> // Default
|
||||||
// Reminder: make those changes in your imconfig.h file, not here!
|
// Reminder: make those changes in your imconfig.h file, not here!
|
||||||
|
|
||||||
|
// Clang/GCC warnings with -Weverything
|
||||||
|
#if defined(__clang__)
|
||||||
|
#pragma clang diagnostic push
|
||||||
|
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||||
|
#endif
|
||||||
|
|
||||||
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
||||||
#define VK_NO_PROTOTYPES
|
#define VK_NO_PROTOTYPES
|
||||||
#endif
|
#endif
|
||||||
@@ -72,15 +78,16 @@
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
|
// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
|
||||||
#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas
|
#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE (8) // Minimum per atlas
|
||||||
|
#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE (2) // Minimum for linear + nearest
|
||||||
|
|
||||||
// Specify settings to create pipeline and swapchain
|
// Specify settings to create pipeline and swapchain
|
||||||
struct ImGui_ImplVulkan_PipelineInfo
|
struct ImGui_ImplVulkan_PipelineInfo
|
||||||
{
|
{
|
||||||
// For Main and Secondary viewports
|
|
||||||
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
||||||
uint32_t Subpass; //
|
uint32_t Subpass; //
|
||||||
VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
||||||
|
ImVector<VkDynamicState> ExtraDynamicStates; // Optional, allows to insert more dynamic states into our VkPipeline
|
||||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||||
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
|
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
|
||||||
#endif
|
#endif
|
||||||
@@ -103,7 +110,7 @@ struct ImGui_ImplVulkan_InitInfo
|
|||||||
uint32_t QueueFamily;
|
uint32_t QueueFamily;
|
||||||
VkQueue Queue;
|
VkQueue Queue;
|
||||||
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
|
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
|
||||||
uint32_t DescriptorPoolSize; // Optional: set to create internal descriptor pool automatically instead of using DescriptorPool.
|
uint32_t DescriptorPoolSize; // Optional: set to create internal ImageView descriptor pool automatically instead of using DescriptorPool.
|
||||||
uint32_t MinImageCount; // >= 2
|
uint32_t MinImageCount; // >= 2
|
||||||
uint32_t ImageCount; // >= MinImageCount
|
uint32_t ImageCount; // >= MinImageCount
|
||||||
VkPipelineCache PipelineCache; // Optional
|
VkPipelineCache PipelineCache; // Optional
|
||||||
@@ -143,21 +150,24 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_i
|
|||||||
// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
|
// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
|
||||||
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
|
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
// Register a texture (VkDescriptorSet == ImTextureID)
|
// Register a texture (VkDescriptorSet for a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE == ImTextureID)
|
||||||
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
|
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout);
|
||||||
// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
|
|
||||||
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
|
IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
|
||||||
|
|
||||||
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||||
|
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); // Ignore VkSampler
|
||||||
|
#endif
|
||||||
|
|
||||||
// Optional: load Vulkan functions with a custom function loader
|
// Optional: load Vulkan functions with a custom function loader
|
||||||
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
|
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
|
||||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
|
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
|
||||||
|
|
||||||
// [BETA] Selected render state data shared with callbacks.
|
// [BETA] Selected render state data shared with callbacks.
|
||||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
|
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
|
||||||
|
// ImGui_ImplVulkan_RenderState* render_state = (ImGui_ImplVulkan_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;
|
||||||
// (Please open an issue if you feel you need access to more data)
|
// (Please open an issue if you feel you need access to more data)
|
||||||
struct ImGui_ImplVulkan_RenderState
|
struct ImGui_ImplVulkan_RenderState
|
||||||
{
|
{
|
||||||
@@ -172,6 +182,7 @@ struct ImGui_ImplVulkan_RenderState
|
|||||||
// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
|
// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
|
||||||
//
|
//
|
||||||
// You probably do NOT need to use or care about those functions.
|
// You probably do NOT need to use or care about those functions.
|
||||||
|
// WE DO NOT PROVIDE STRONG GUARANTEES OF BACKWARD/FORWARD COMPATIBILITY.
|
||||||
// Those functions only exist because:
|
// Those functions only exist because:
|
||||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||||
// 2) the multi-viewport / platform window implementation needs them internally.
|
// 2) the multi-viewport / platform window implementation needs them internally.
|
||||||
@@ -182,8 +193,6 @@ struct ImGui_ImplVulkan_RenderState
|
|||||||
// render pass, frame buffers, etc.). You may read this code if you are curious, but
|
// render pass, frame buffers, etc.). You may read this code if you are curious, but
|
||||||
// it is recommended you use your own custom tailored code to do equivalent work.
|
// it is recommended you use your own custom tailored code to do equivalent work.
|
||||||
//
|
//
|
||||||
// We don't provide a strong guarantee that we won't change those functions API.
|
|
||||||
//
|
|
||||||
// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
|
// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
|
||||||
// by the regular ImGui_ImplVulkan_XXX functions.
|
// by the regular ImGui_ImplVulkan_XXX functions.
|
||||||
//-------------------------------------------------------------------------
|
//-------------------------------------------------------------------------
|
||||||
@@ -223,17 +232,20 @@ struct ImGui_ImplVulkanH_FrameSemaphores
|
|||||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||||
struct ImGui_ImplVulkanH_Window
|
struct ImGui_ImplVulkanH_Window
|
||||||
{
|
{
|
||||||
int Width;
|
// Input
|
||||||
int Height;
|
bool UseDynamicRendering;
|
||||||
VkSwapchainKHR Swapchain;
|
VkSurfaceKHR Surface; // Surface created and destroyed by caller.
|
||||||
VkSurfaceKHR Surface;
|
|
||||||
VkSurfaceFormatKHR SurfaceFormat;
|
VkSurfaceFormatKHR SurfaceFormat;
|
||||||
VkPresentModeKHR PresentMode;
|
VkPresentModeKHR PresentMode;
|
||||||
|
VkAttachmentDescription AttachmentDesc; // RenderPass creation: main attachment description.
|
||||||
|
VkClearValue ClearValue; // RenderPass creation: clear value when using VK_ATTACHMENT_LOAD_OP_CLEAR.
|
||||||
|
|
||||||
|
// Internal
|
||||||
|
int Width; // Generally same as passed to ImGui_ImplVulkanH_CreateOrResizeWindow()
|
||||||
|
int Height;
|
||||||
|
VkSwapchainKHR Swapchain;
|
||||||
VkRenderPass RenderPass;
|
VkRenderPass RenderPass;
|
||||||
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
||||||
bool UseDynamicRendering;
|
|
||||||
bool ClearEnable;
|
|
||||||
VkClearValue ClearValue;
|
|
||||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||||
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
||||||
@@ -244,9 +256,24 @@ struct ImGui_ImplVulkanH_Window
|
|||||||
ImGui_ImplVulkanH_Window()
|
ImGui_ImplVulkanH_Window()
|
||||||
{
|
{
|
||||||
memset((void*)this, 0, sizeof(*this));
|
memset((void*)this, 0, sizeof(*this));
|
||||||
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
|
|
||||||
ClearEnable = true;
|
// Parameters to create SwapChain
|
||||||
|
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; // Ensure we get an error if user doesn't set this.
|
||||||
|
|
||||||
|
// Parameters to create RenderPass
|
||||||
|
AttachmentDesc.format = VK_FORMAT_UNDEFINED; // Will automatically use wd->SurfaceFormat.format.
|
||||||
|
AttachmentDesc.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||||
|
AttachmentDesc.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||||
|
AttachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||||
|
AttachmentDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||||
|
AttachmentDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||||
|
AttachmentDesc.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||||
|
AttachmentDesc.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
#if defined(__clang__)
|
||||||
|
#pragma clang diagnostic pop
|
||||||
|
#endif
|
||||||
|
|
||||||
#endif // #ifndef IMGUI_DISABLE
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
|
|||||||
@@ -20,6 +20,9 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||||
|
// 2026-03-25: Added support for WGVK native backend via IMGUI_IMPL_WEBGPU_BACKEND_WGVK define, with SPIRV shaders if WGSL is not available. (#9316, #9246, #9257)
|
||||||
|
// 2026-03-09: Removed support for Emscripten < 4.0.10. (#9281)
|
||||||
// 2025-10-16: Update to compile with Dawn and Emscripten's 4.0.10+ '--use-port=emdawnwebgpu' ports. (#8381, #8898)
|
// 2025-10-16: Update to compile with Dawn and Emscripten's 4.0.10+ '--use-port=emdawnwebgpu' ports. (#8381, #8898)
|
||||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||||
// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465)
|
// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465)
|
||||||
@@ -55,17 +58,14 @@
|
|||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
|
|
||||||
// One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
|
// One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
|
||||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
|
||||||
#error Exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
|
#error Exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN, IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_WGVK must be defined!
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// This condition is true when it's built with EMSCRIPTEN using -sUSE_WEBGPU=1 flag (deprecated from 4.0.10)
|
|
||||||
// This condition is false for all other 3 cases: WGPU-Native, DAWN-Native or DAWN-EMSCRIPTEN (using --use-port=emdawnwebgpu flag)
|
|
||||||
#if defined(__EMSCRIPTEN__) && defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
#if defined(__EMSCRIPTEN__) && defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||||
#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN
|
#error Emscripten <4.0.10 with '-sUSE_WEBGPU=1' is not supported anymore.
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
#if defined IMGUI_IMPL_WEBGPU_BACKEND_DAWN || defined IMGUI_IMPL_WEBGPU_BACKEND_WGVK
|
||||||
// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
|
// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
|
||||||
// Using type alias until WGPU adopts the same naming convention (#8369)
|
// Using type alias until WGPU adopts the same naming convention (#8369)
|
||||||
using WGPUProgrammableStageDescriptor = WGPUComputeState;
|
using WGPUProgrammableStageDescriptor = WGPUComputeState;
|
||||||
@@ -84,9 +84,11 @@ struct ImGui_ImplWGPU_Texture
|
|||||||
|
|
||||||
struct RenderResources
|
struct RenderResources
|
||||||
{
|
{
|
||||||
WGPUSampler Sampler = nullptr; // Sampler for textures
|
WGPUSampler SamplerLinear = nullptr; // Bilinear sampler
|
||||||
|
WGPUSampler SamplerNearest = nullptr; // Nearest/point sampler
|
||||||
WGPUBuffer Uniforms = nullptr; // Shader uniforms
|
WGPUBuffer Uniforms = nullptr; // Shader uniforms
|
||||||
WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
|
WGPUBindGroup CommonBindGroupLinear = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerLinear)
|
||||||
|
WGPUBindGroup CommonBindGroupNearest = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerNearest)
|
||||||
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
|
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
|
||||||
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
|
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
|
||||||
};
|
};
|
||||||
@@ -115,6 +117,7 @@ struct ImGui_ImplWGPU_Data
|
|||||||
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
|
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||||
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
|
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
|
||||||
WGPURenderPipeline pipelineState = nullptr;
|
WGPURenderPipeline pipelineState = nullptr;
|
||||||
|
ImGui_ImplWGPU_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
|
||||||
|
|
||||||
RenderResources renderResources;
|
RenderResources renderResources;
|
||||||
FrameResources* pFrameResources = nullptr;
|
FrameResources* pFrameResources = nullptr;
|
||||||
@@ -187,6 +190,60 @@ fn main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
|
|
||||||
|
// Same shader as __shader_vert_wgsl[] but compiled as SPIRV.
|
||||||
|
// 'wgslc -o vert.spv vert.wgsl' + 'binary_to_compressed_c -u8 -nocompress vert.spv'
|
||||||
|
static const unsigned char __shader_vert_spirv[1996] =
|
||||||
|
{
|
||||||
|
3,2,35,7,0,3,1,0,1,0,23,0,90,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,12,0,0,0,0,0,78,0,0,0,109,97,105,110,0,0,0,0,8,0,0,0,12,0,0,0,13,0,0,0,16,0,0,0,18,0,0,0,19,
|
||||||
|
0,0,0,21,0,0,0,71,0,4,0,4,0,0,0,6,0,0,0,16,0,0,0,72,0,5,0,3,0,0,0,0,0,0,0,35,0,0,0,0,0,0,0,71,0,3,0,3,0,0,0,2,0,0,0,71,0,4,0,1,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,1,0,0,0,33,0,0,0,0,0,
|
||||||
|
0,0,71,0,3,0,1,0,0,0,24,0,0,0,71,0,4,0,8,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,12,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,13,0,0,0,30,0,0,0,2,0,0,0,71,0,4,0,16,0,0,0,11,0,0,0,0,0,0,0,71,0,4,0,18,
|
||||||
|
0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,19,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,21,0,0,0,11,0,0,0,1,0,0,0,21,0,4,0,6,0,0,0,32,0,0,0,0,0,0,0,23,0,4,0,5,0,0,0,6,0,0,0,4,0,0,0,43,0,4,0,6,0,0,0,7,0,
|
||||||
|
0,0,5,0,0,0,28,0,4,0,4,0,0,0,5,0,0,0,7,0,0,0,30,0,3,0,3,0,0,0,4,0,0,0,32,0,4,0,2,0,0,0,2,0,0,0,3,0,0,0,59,0,4,0,2,0,0,0,1,0,0,0,2,0,0,0,22,0,3,0,11,0,0,0,32,0,0,0,23,0,4,0,10,0,0,0,
|
||||||
|
11,0,0,0,2,0,0,0,32,0,4,0,9,0,0,0,1,0,0,0,10,0,0,0,59,0,4,0,9,0,0,0,8,0,0,0,1,0,0,0,59,0,4,0,9,0,0,0,12,0,0,0,1,0,0,0,23,0,4,0,15,0,0,0,11,0,0,0,4,0,0,0,32,0,4,0,14,0,0,0,1,0,0,0,15,
|
||||||
|
0,0,0,59,0,4,0,14,0,0,0,13,0,0,0,1,0,0,0,32,0,4,0,17,0,0,0,3,0,0,0,15,0,0,0,59,0,4,0,17,0,0,0,16,0,0,0,3,0,0,0,59,0,4,0,17,0,0,0,18,0,0,0,3,0,0,0,32,0,4,0,20,0,0,0,3,0,0,0,10,0,0,0,
|
||||||
|
59,0,4,0,20,0,0,0,19,0,0,0,3,0,0,0,32,0,4,0,22,0,0,0,3,0,0,0,11,0,0,0,59,0,4,0,22,0,0,0,21,0,0,0,3,0,0,0,30,0,5,0,24,0,0,0,15,0,0,0,15,0,0,0,10,0,0,0,30,0,5,0,25,0,0,0,10,0,0,0,10,
|
||||||
|
0,0,0,15,0,0,0,33,0,4,0,27,0,0,0,24,0,0,0,25,0,0,0,32,0,4,0,30,0,0,0,7,0,0,0,24,0,0,0,46,0,3,0,24,0,0,0,31,0,0,0,32,0,4,0,33,0,0,0,7,0,0,0,15,0,0,0,43,0,4,0,6,0,0,0,34,0,0,0,0,0,0,
|
||||||
|
0,24,0,4,0,36,0,0,0,15,0,0,0,4,0,0,0,43,0,4,0,11,0,0,0,40,0,0,0,0,0,0,0,43,0,4,0,11,0,0,0,41,0,0,0,0,0,128,63,43,0,4,0,6,0,0,0,44,0,0,0,1,0,0,0,32,0,4,0,47,0,0,0,7,0,0,0,10,0,0,0,43,
|
||||||
|
0,4,0,6,0,0,0,48,0,0,0,2,0,0,0,33,0,4,0,52,0,0,0,36,0,0,0,6,0,0,0,43,0,4,0,6,0,0,0,55,0,0,0,16,0,0,0,32,0,4,0,57,0,0,0,2,0,0,0,5,0,0,0,43,0,4,0,6,0,0,0,66,0,0,0,32,0,0,0,43,0,4,0,6,
|
||||||
|
0,0,0,72,0,0,0,48,0,0,0,19,0,2,0,79,0,0,0,33,0,3,0,80,0,0,0,79,0,0,0,54,0,5,0,24,0,0,0,23,0,0,0,0,0,0,0,27,0,0,0,55,0,3,0,25,0,0,0,26,0,0,0,248,0,2,0,28,0,0,0,59,0,5,0,30,0,0,0,29,
|
||||||
|
0,0,0,7,0,0,0,31,0,0,0,65,0,5,0,33,0,0,0,32,0,0,0,29,0,0,0,34,0,0,0,57,0,5,0,36,0,0,0,35,0,0,0,37,0,0,0,34,0,0,0,81,0,5,0,10,0,0,0,38,0,0,0,26,0,0,0,0,0,0,0,80,0,6,0,15,0,0,0,39,0,
|
||||||
|
0,0,38,0,0,0,40,0,0,0,41,0,0,0,145,0,5,0,15,0,0,0,42,0,0,0,35,0,0,0,39,0,0,0,62,0,4,0,32,0,0,0,42,0,0,0,0,0,0,0,65,0,5,0,33,0,0,0,43,0,0,0,29,0,0,0,44,0,0,0,81,0,5,0,15,0,0,0,45,0,
|
||||||
|
0,0,26,0,0,0,2,0,0,0,62,0,4,0,43,0,0,0,45,0,0,0,0,0,0,0,65,0,5,0,47,0,0,0,46,0,0,0,29,0,0,0,48,0,0,0,81,0,5,0,10,0,0,0,49,0,0,0,26,0,0,0,1,0,0,0,62,0,4,0,46,0,0,0,49,0,0,0,0,0,0,0,
|
||||||
|
61,0,5,0,24,0,0,0,50,0,0,0,29,0,0,0,0,0,0,0,254,0,2,0,50,0,0,0,56,0,1,0,54,0,5,0,36,0,0,0,37,0,0,0,0,0,0,0,52,0,0,0,55,0,3,0,6,0,0,0,51,0,0,0,248,0,2,0,53,0,0,0,134,0,5,0,6,0,0,0,54,
|
||||||
|
0,0,0,51,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,56,0,0,0,1,0,0,0,34,0,0,0,54,0,0,0,61,0,5,0,5,0,0,0,58,0,0,0,56,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,59,0,0,0,58,0,0,0,128,0,5,0,6,0,0,0,60,0,
|
||||||
|
0,0,55,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,61,0,0,0,60,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,62,0,0,0,1,0,0,0,34,0,0,0,61,0,0,0,61,0,5,0,5,0,0,0,63,0,0,0,62,0,0,0,0,0,0,0,124,0,4,0,15,0,0,
|
||||||
|
0,64,0,0,0,63,0,0,0,128,0,5,0,6,0,0,0,65,0,0,0,66,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,67,0,0,0,65,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,68,0,0,0,1,0,0,0,34,0,0,0,67,0,0,0,61,0,5,0,5,0,0,0,
|
||||||
|
69,0,0,0,68,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,70,0,0,0,69,0,0,0,128,0,5,0,6,0,0,0,71,0,0,0,72,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,73,0,0,0,71,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,74,0,0,0,
|
||||||
|
1,0,0,0,34,0,0,0,73,0,0,0,61,0,5,0,5,0,0,0,75,0,0,0,74,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,76,0,0,0,75,0,0,0,80,0,7,0,36,0,0,0,77,0,0,0,59,0,0,0,64,0,0,0,70,0,0,0,76,0,0,0,254,0,2,0,77,
|
||||||
|
0,0,0,56,0,1,0,54,0,5,0,79,0,0,0,78,0,0,0,0,0,0,0,80,0,0,0,248,0,2,0,81,0,0,0,61,0,5,0,10,0,0,0,82,0,0,0,8,0,0,0,0,0,0,0,61,0,5,0,10,0,0,0,83,0,0,0,12,0,0,0,0,0,0,0,61,0,5,0,15,0,0,
|
||||||
|
0,84,0,0,0,13,0,0,0,0,0,0,0,80,0,6,0,25,0,0,0,85,0,0,0,82,0,0,0,83,0,0,0,84,0,0,0,57,0,5,0,24,0,0,0,86,0,0,0,23,0,0,0,85,0,0,0,81,0,5,0,15,0,0,0,87,0,0,0,86,0,0,0,0,0,0,0,62,0,4,0,
|
||||||
|
16,0,0,0,87,0,0,0,0,0,0,0,81,0,5,0,15,0,0,0,88,0,0,0,86,0,0,0,1,0,0,0,62,0,4,0,18,0,0,0,88,0,0,0,0,0,0,0,81,0,5,0,10,0,0,0,89,0,0,0,86,0,0,0,2,0,0,0,62,0,4,0,19,0,0,0,89,0,0,0,0,0,
|
||||||
|
0,0,62,0,4,0,21,0,0,0,41,0,0,0,0,0,0,0,253,0,1,0,56,0,1,0,
|
||||||
|
};
|
||||||
|
|
||||||
|
// Same shader as __shader_frag_wgsl[] but compiled as SPIRV.
|
||||||
|
// 'wgslc -o frag.spv frag.wgsl' + 'binary_to_compressed_c -u8 -nocompress frag.spv'
|
||||||
|
static const unsigned char __shader_frag_spirv[1392] =
|
||||||
|
{
|
||||||
|
3,2,35,7,0,3,1,0,1,0,23,0,60,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,48,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,9,0,4,0,0,0,51,0,0,0,109,
|
||||||
|
97,105,110,0,0,0,0,15,0,0,0,18,0,0,0,19,0,0,0,22,0,0,0,16,0,3,0,51,0,0,0,7,0,0,0,71,0,4,0,4,0,0,0,6,0,0,0,16,0,0,0,72,0,5,0,3,0,0,0,0,0,0,0,35,0,0,0,0,0,0,0,71,0,3,0,3,0,0,0,2,0,0,
|
||||||
|
0,71,0,4,0,1,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,1,0,0,0,33,0,0,0,0,0,0,0,71,0,3,0,1,0,0,0,24,0,0,0,71,0,4,0,8,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,8,0,0,0,33,0,0,0,1,0,0,0,71,0,4,0,11,0,0,
|
||||||
|
0,34,0,0,0,1,0,0,0,71,0,4,0,11,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,15,0,0,0,11,0,0,0,15,0,0,0,71,0,4,0,18,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,19,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,22,0,0,0,30,
|
||||||
|
0,0,0,0,0,0,0,21,0,4,0,6,0,0,0,32,0,0,0,0,0,0,0,23,0,4,0,5,0,0,0,6,0,0,0,4,0,0,0,43,0,4,0,6,0,0,0,7,0,0,0,5,0,0,0,28,0,4,0,4,0,0,0,5,0,0,0,7,0,0,0,30,0,3,0,3,0,0,0,4,0,0,0,32,0,4,0,
|
||||||
|
2,0,0,0,2,0,0,0,3,0,0,0,59,0,4,0,2,0,0,0,1,0,0,0,2,0,0,0,26,0,2,0,10,0,0,0,32,0,4,0,9,0,0,0,0,0,0,0,10,0,0,0,59,0,4,0,9,0,0,0,8,0,0,0,0,0,0,0,22,0,3,0,14,0,0,0,32,0,0,0,25,0,9,0,13,
|
||||||
|
0,0,0,14,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,32,0,4,0,12,0,0,0,0,0,0,0,13,0,0,0,59,0,4,0,12,0,0,0,11,0,0,0,0,0,0,0,23,0,4,0,17,0,0,0,14,0,0,0,4,0,0,0,32,0,4,0,16,
|
||||||
|
0,0,0,1,0,0,0,17,0,0,0,59,0,4,0,16,0,0,0,15,0,0,0,1,0,0,0,59,0,4,0,16,0,0,0,18,0,0,0,1,0,0,0,23,0,4,0,21,0,0,0,14,0,0,0,2,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,21,0,0,0,59,0,4,0,20,0,0,0,
|
||||||
|
19,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,17,0,0,0,59,0,4,0,23,0,0,0,22,0,0,0,3,0,0,0,30,0,5,0,25,0,0,0,17,0,0,0,17,0,0,0,21,0,0,0,33,0,4,0,27,0,0,0,17,0,0,0,25,0,0,0,27,0,3,0,34,
|
||||||
|
0,0,0,13,0,0,0,23,0,4,0,38,0,0,0,14,0,0,0,3,0,0,0,32,0,4,0,40,0,0,0,2,0,0,0,5,0,0,0,43,0,4,0,6,0,0,0,41,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,42,0,0,0,4,0,0,0,19,0,2,0,52,0,0,0,33,0,3,0,53,
|
||||||
|
0,0,0,52,0,0,0,54,0,5,0,17,0,0,0,24,0,0,0,0,0,0,0,27,0,0,0,55,0,3,0,25,0,0,0,26,0,0,0,248,0,2,0,28,0,0,0,81,0,5,0,17,0,0,0,29,0,0,0,26,0,0,0,1,0,0,0,61,0,5,0,13,0,0,0,30,0,0,0,11,0,
|
||||||
|
0,0,0,0,0,0,61,0,5,0,10,0,0,0,31,0,0,0,8,0,0,0,0,0,0,0,81,0,5,0,21,0,0,0,32,0,0,0,26,0,0,0,2,0,0,0,86,0,5,0,34,0,0,0,33,0,0,0,30,0,0,0,31,0,0,0,87,0,6,0,17,0,0,0,35,0,0,0,33,0,0,0,
|
||||||
|
32,0,0,0,0,0,0,0,133,0,5,0,17,0,0,0,36,0,0,0,29,0,0,0,35,0,0,0,79,0,8,0,38,0,0,0,37,0,0,0,36,0,0,0,36,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,65,0,6,0,40,0,0,0,39,0,0,0,1,0,0,0,41,0,0,0,42,0,
|
||||||
|
0,0,61,0,5,0,5,0,0,0,43,0,0,0,39,0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,44,0,0,0,43,0,0,0,0,0,0,0,124,0,4,0,14,0,0,0,45,0,0,0,44,0,0,0,80,0,6,0,38,0,0,0,46,0,0,0,45,0,0,0,45,0,0,0,45,0,0,0,
|
||||||
|
12,0,7,0,38,0,0,0,47,0,0,0,48,0,0,0,26,0,0,0,37,0,0,0,46,0,0,0,81,0,5,0,14,0,0,0,49,0,0,0,36,0,0,0,3,0,0,0,80,0,5,0,17,0,0,0,50,0,0,0,47,0,0,0,49,0,0,0,254,0,2,0,50,0,0,0,56,0,1,0,
|
||||||
|
54,0,5,0,52,0,0,0,51,0,0,0,0,0,0,0,53,0,0,0,248,0,2,0,54,0,0,0,61,0,5,0,17,0,0,0,55,0,0,0,15,0,0,0,0,0,0,0,61,0,5,0,17,0,0,0,56,0,0,0,18,0,0,0,0,0,0,0,61,0,5,0,21,0,0,0,57,0,0,0,19,
|
||||||
|
0,0,0,0,0,0,0,80,0,6,0,25,0,0,0,58,0,0,0,55,0,0,0,56,0,0,0,57,0,0,0,57,0,5,0,17,0,0,0,59,0,0,0,24,0,0,0,58,0,0,0,62,0,4,0,22,0,0,0,59,0,0,0,0,0,0,0,253,0,1,0,56,0,1,0,
|
||||||
|
};
|
||||||
|
|
||||||
static void SafeRelease(ImDrawIdx*& res)
|
static void SafeRelease(ImDrawIdx*& res)
|
||||||
{
|
{
|
||||||
if (res)
|
if (res)
|
||||||
@@ -243,9 +300,11 @@ static void SafeRelease(WGPUShaderModule& res)
|
|||||||
}
|
}
|
||||||
static void SafeRelease(RenderResources& res)
|
static void SafeRelease(RenderResources& res)
|
||||||
{
|
{
|
||||||
SafeRelease(res.Sampler);
|
SafeRelease(res.SamplerLinear);
|
||||||
|
SafeRelease(res.SamplerNearest);
|
||||||
SafeRelease(res.Uniforms);
|
SafeRelease(res.Uniforms);
|
||||||
SafeRelease(res.CommonBindGroup);
|
SafeRelease(res.CommonBindGroupLinear);
|
||||||
|
SafeRelease(res.CommonBindGroupNearest);
|
||||||
SafeRelease(res.ImageBindGroupLayout);
|
SafeRelease(res.ImageBindGroupLayout);
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -257,31 +316,62 @@ static void SafeRelease(FrameResources& res)
|
|||||||
SafeRelease(res.VertexBufferHost);
|
SafeRelease(res.VertexBufferHost);
|
||||||
}
|
}
|
||||||
|
|
||||||
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
|
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(const char* wgsl_source)
|
||||||
{
|
{
|
||||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||||
|
IM_UNUSED(bd);
|
||||||
|
|
||||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
|
||||||
WGPUShaderSourceWGSL wgsl_desc = {};
|
WGPUShaderSourceWGSL wgsl_desc = {};
|
||||||
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
|
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
|
||||||
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
|
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
|
||||||
#else
|
|
||||||
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
|
|
||||||
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
|
|
||||||
wgsl_desc.code = wgsl_source;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
WGPUShaderModuleDescriptor desc = {};
|
WGPUShaderModuleDescriptor desc = {};
|
||||||
desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc;
|
desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc;
|
||||||
|
|
||||||
|
// Detect shader compilation errors by using an error scope.
|
||||||
|
// Flag to be passed into the validation callback `userdata1` pointer.
|
||||||
|
int validation_error = 0;
|
||||||
|
wgpuDevicePushErrorScope(bd->wgpuDevice, WGPUErrorFilter_Validation);
|
||||||
|
WGPUShaderModule module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
|
||||||
|
WGPUPopErrorScopeCallbackInfo pop_cb = {};
|
||||||
|
pop_cb.mode = WGPUCallbackMode_AllowSpontaneous;
|
||||||
|
pop_cb.callback = [](WGPUPopErrorScopeStatus, WGPUErrorType type, WGPUStringView, void* userdata1, void*)
|
||||||
|
{
|
||||||
|
if (type == WGPUErrorType_Validation)
|
||||||
|
*static_cast<int*>(userdata1) = 1;
|
||||||
|
};
|
||||||
|
pop_cb.userdata1 = &validation_error;
|
||||||
|
wgpuDevicePopErrorScope(bd->wgpuDevice, pop_cb);
|
||||||
|
|
||||||
|
WGPUProgrammableStageDescriptor stage_desc = {};
|
||||||
|
if (module && !validation_error)
|
||||||
|
{
|
||||||
|
stage_desc.module = module;
|
||||||
|
stage_desc.entryPoint = { "main", WGPU_STRLEN };
|
||||||
|
}
|
||||||
|
else if (module)
|
||||||
|
{
|
||||||
|
wgpuShaderModuleRelease(module);
|
||||||
|
}
|
||||||
|
return stage_desc;
|
||||||
|
}
|
||||||
|
|
||||||
|
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleSPIRV(const void* spirv_binary, size_t spirv_length)
|
||||||
|
{
|
||||||
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||||
|
|
||||||
|
WGPUShaderSourceSPIRV spirv_desc = {};
|
||||||
|
spirv_desc.chain.sType = WGPUSType_ShaderSourceSPIRV;
|
||||||
|
spirv_desc.code = (const uint32_t *)spirv_binary;
|
||||||
|
spirv_desc.codeSize = ((uint32_t)(spirv_length / 4));
|
||||||
|
|
||||||
|
WGPUShaderModuleDescriptor desc = {};
|
||||||
|
desc.nextInChain = (WGPUChainedStruct*)&spirv_desc;
|
||||||
|
|
||||||
WGPUProgrammableStageDescriptor stage_desc = {};
|
WGPUProgrammableStageDescriptor stage_desc = {};
|
||||||
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
|
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
|
||||||
|
|
||||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
|
||||||
stage_desc.entryPoint = { "main", WGPU_STRLEN };
|
stage_desc.entryPoint = { "main", WGPU_STRLEN };
|
||||||
#else
|
|
||||||
stage_desc.entryPoint = "main";
|
|
||||||
#endif
|
|
||||||
return stage_desc;
|
return stage_desc;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -356,15 +446,19 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
|
|||||||
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
|
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
|
||||||
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
|
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
|
||||||
wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
|
wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
|
||||||
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
|
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr);
|
||||||
|
|
||||||
// Setup blend factor
|
// Setup blend factor
|
||||||
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
|
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
|
||||||
wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
|
wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw callbacks
|
||||||
|
static void ImGui_ImplWGPU_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||||
|
static void ImGui_ImplWGPU_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr); }
|
||||||
|
static void ImGui_ImplWGPU_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupNearest, 0, nullptr); }
|
||||||
|
|
||||||
// Render function
|
// Render function
|
||||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
|
||||||
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
|
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
|
||||||
{
|
{
|
||||||
// Avoid rendering when minimized
|
// Avoid rendering when minimized
|
||||||
@@ -400,11 +494,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|||||||
WGPUBufferDescriptor vb_desc =
|
WGPUBufferDescriptor vb_desc =
|
||||||
{
|
{
|
||||||
nullptr,
|
nullptr,
|
||||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
|
||||||
{ "Dear ImGui Vertex buffer", WGPU_STRLEN, },
|
{ "Dear ImGui Vertex buffer", WGPU_STRLEN, },
|
||||||
#else
|
|
||||||
"Dear ImGui Vertex buffer",
|
|
||||||
#endif
|
|
||||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
|
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
|
||||||
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
|
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
|
||||||
false
|
false
|
||||||
@@ -428,11 +518,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|||||||
WGPUBufferDescriptor ib_desc =
|
WGPUBufferDescriptor ib_desc =
|
||||||
{
|
{
|
||||||
nullptr,
|
nullptr,
|
||||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
|
||||||
{ "Dear ImGui Index buffer", WGPU_STRLEN, },
|
{ "Dear ImGui Index buffer", WGPU_STRLEN, },
|
||||||
#else
|
|
||||||
"Dear ImGui Index buffer",
|
|
||||||
#endif
|
|
||||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
|
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
|
||||||
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
|
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
|
||||||
false
|
false
|
||||||
@@ -456,8 +542,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|||||||
}
|
}
|
||||||
int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
|
int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
|
||||||
int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
|
int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
|
||||||
wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
|
wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, (size_t)vb_write_size);
|
||||||
wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
|
wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, (size_t)ib_write_size);
|
||||||
|
|
||||||
// Setup desired render state
|
// Setup desired render state
|
||||||
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
||||||
@@ -467,7 +553,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|||||||
ImGui_ImplWGPU_RenderState render_state;
|
ImGui_ImplWGPU_RenderState render_state;
|
||||||
render_state.Device = bd->wgpuDevice;
|
render_state.Device = bd->wgpuDevice;
|
||||||
render_state.RenderPassEncoder = pass_encoder;
|
render_state.RenderPassEncoder = pass_encoder;
|
||||||
platform_io.Renderer_RenderState = &render_state;
|
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
|
||||||
|
|
||||||
// Render command lists
|
// Render command lists
|
||||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||||
@@ -483,8 +569,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|||||||
if (pcmd->UserCallback != nullptr)
|
if (pcmd->UserCallback != nullptr)
|
||||||
{
|
{
|
||||||
// User callback, registered via ImDrawList::AddCallback()
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
if (pcmd->UserCallback == ImGui_ImplWGPU_DrawCallback_ResetRenderState)
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
||||||
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(draw_list, pcmd);
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
@@ -495,11 +580,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|||||||
ImTextureID tex_id = pcmd->GetTexID();
|
ImTextureID tex_id = pcmd->GetTexID();
|
||||||
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
|
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
|
||||||
WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
|
WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
|
||||||
if (!bind_group)
|
if (!bind_group && tex_id != 0)
|
||||||
{
|
if ((bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id)) != 0)
|
||||||
bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
|
|
||||||
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
|
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
|
||||||
}
|
if (bind_group)
|
||||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
|
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
|
||||||
|
|
||||||
// Project scissor/clipping rectangles into framebuffer space
|
// Project scissor/clipping rectangles into framebuffer space
|
||||||
@@ -509,8 +593,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|||||||
// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
|
// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
|
||||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||||
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
@@ -532,7 +616,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|||||||
}
|
}
|
||||||
image_bind_groups.Data.resize(0);
|
image_bind_groups.Data.resize(0);
|
||||||
|
|
||||||
platform_io.Renderer_RenderState = nullptr;
|
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
|
static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
|
||||||
@@ -564,11 +648,7 @@ void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
|
|||||||
|
|
||||||
// Create texture
|
// Create texture
|
||||||
WGPUTextureDescriptor tex_desc = {};
|
WGPUTextureDescriptor tex_desc = {};
|
||||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
|
||||||
tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN };
|
tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN };
|
||||||
#else
|
|
||||||
tex_desc.label = "Dear ImGui Texture";
|
|
||||||
#endif
|
|
||||||
tex_desc.dimension = WGPUTextureDimension_2D;
|
tex_desc.dimension = WGPUTextureDimension_2D;
|
||||||
tex_desc.size.width = tex->Width;
|
tex_desc.size.width = tex->Width;
|
||||||
tex_desc.size.height = tex->Height;
|
tex_desc.size.height = tex->Height;
|
||||||
@@ -609,20 +689,12 @@ void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
|
|||||||
|
|
||||||
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
|
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
|
||||||
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
|
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
|
||||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
|
||||||
WGPUTexelCopyTextureInfo dst_view = {};
|
WGPUTexelCopyTextureInfo dst_view = {};
|
||||||
#else
|
|
||||||
WGPUImageCopyTexture dst_view = {};
|
|
||||||
#endif
|
|
||||||
dst_view.texture = backend_tex->Texture;
|
dst_view.texture = backend_tex->Texture;
|
||||||
dst_view.mipLevel = 0;
|
dst_view.mipLevel = 0;
|
||||||
dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 };
|
dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 };
|
||||||
dst_view.aspect = WGPUTextureAspect_All;
|
dst_view.aspect = WGPUTextureAspect_All;
|
||||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
|
||||||
WGPUTexelCopyBufferLayout layout = {};
|
WGPUTexelCopyBufferLayout layout = {};
|
||||||
#else
|
|
||||||
WGPUTextureDataLayout layout = {};
|
|
||||||
#endif
|
|
||||||
layout.offset = 0;
|
layout.offset = 0;
|
||||||
layout.bytesPerRow = tex->Width * tex->BytesPerPixel;
|
layout.bytesPerRow = tex->Width * tex->BytesPerPixel;
|
||||||
layout.rowsPerImage = upload_h;
|
layout.rowsPerImage = upload_h;
|
||||||
@@ -640,11 +712,7 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
|
|||||||
WGPUBufferDescriptor ub_desc =
|
WGPUBufferDescriptor ub_desc =
|
||||||
{
|
{
|
||||||
nullptr,
|
nullptr,
|
||||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
|
||||||
{ "Dear ImGui Uniform buffer", WGPU_STRLEN, },
|
{ "Dear ImGui Uniform buffer", WGPU_STRLEN, },
|
||||||
#else
|
|
||||||
"Dear ImGui Uniform buffer",
|
|
||||||
#endif
|
|
||||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
|
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
|
||||||
MEMALIGN(sizeof(Uniforms), 16),
|
MEMALIGN(sizeof(Uniforms), 16),
|
||||||
false
|
false
|
||||||
@@ -701,14 +769,15 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
|||||||
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
|
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
|
||||||
|
|
||||||
// Create the vertex shader
|
// Create the vertex shader
|
||||||
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
|
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModuleWGSL(__shader_vert_wgsl);
|
||||||
|
if (!vertex_shader_desc.module) vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModuleSPIRV(__shader_vert_spirv, sizeof(__shader_vert_spirv));
|
||||||
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
|
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
|
||||||
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
|
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
|
||||||
|
|
||||||
// Vertex input configuration
|
// Vertex input configuration
|
||||||
WGPUVertexAttribute attribute_desc[] =
|
WGPUVertexAttribute attribute_desc[] =
|
||||||
{
|
{
|
||||||
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
#if defined IMGUI_IMPL_WEBGPU_BACKEND_DAWN || defined IMGUI_IMPL_WEBGPU_BACKEND_WGVK
|
||||||
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
|
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
|
||||||
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
|
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
|
||||||
{ nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
|
{ nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
|
||||||
@@ -729,7 +798,8 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
|||||||
graphics_pipeline_desc.vertex.buffers = buffer_layouts;
|
graphics_pipeline_desc.vertex.buffers = buffer_layouts;
|
||||||
|
|
||||||
// Create the pixel shader
|
// Create the pixel shader
|
||||||
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
|
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModuleWGSL(__shader_frag_wgsl);
|
||||||
|
if (!pixel_shader_desc.module) pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModuleSPIRV(__shader_frag_spirv, sizeof(__shader_frag_spirv));
|
||||||
|
|
||||||
// Create the blending setup
|
// Create the blending setup
|
||||||
WGPUBlendState blend_state = {};
|
WGPUBlendState blend_state = {};
|
||||||
@@ -756,11 +826,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
|||||||
// Create depth-stencil State
|
// Create depth-stencil State
|
||||||
WGPUDepthStencilState depth_stencil_state = {};
|
WGPUDepthStencilState depth_stencil_state = {};
|
||||||
depth_stencil_state.format = bd->depthStencilFormat;
|
depth_stencil_state.format = bd->depthStencilFormat;
|
||||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
|
||||||
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
|
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
|
||||||
#else
|
|
||||||
depth_stencil_state.depthWriteEnabled = false;
|
|
||||||
#endif
|
|
||||||
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
|
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
|
||||||
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
|
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
|
||||||
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
|
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
|
||||||
@@ -778,29 +844,35 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
|||||||
|
|
||||||
ImGui_ImplWGPU_CreateUniformBuffer();
|
ImGui_ImplWGPU_CreateUniformBuffer();
|
||||||
|
|
||||||
// Create sampler
|
// Create samplers (Linear/Nearest)
|
||||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||||
WGPUSamplerDescriptor sampler_desc = {};
|
WGPUSamplerDescriptor sampler_desc = {};
|
||||||
sampler_desc.minFilter = WGPUFilterMode_Linear;
|
|
||||||
sampler_desc.magFilter = WGPUFilterMode_Linear;
|
|
||||||
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
|
|
||||||
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
|
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
|
||||||
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
|
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
|
||||||
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
|
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
|
||||||
sampler_desc.maxAnisotropy = 1;
|
sampler_desc.maxAnisotropy = 1;
|
||||||
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
sampler_desc.minFilter = WGPUFilterMode_Linear;
|
||||||
|
sampler_desc.magFilter = WGPUFilterMode_Linear;
|
||||||
|
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
|
||||||
|
bd->renderResources.SamplerLinear = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
||||||
|
sampler_desc.minFilter = WGPUFilterMode_Nearest;
|
||||||
|
sampler_desc.magFilter = WGPUFilterMode_Nearest;
|
||||||
|
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest;
|
||||||
|
bd->renderResources.SamplerNearest = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
||||||
|
|
||||||
// Create resource bind group
|
// Create resource bind groups (one per sampler, otherwise identical)
|
||||||
WGPUBindGroupEntry common_bg_entries[] =
|
WGPUBindGroupEntry common_bg_entries[] =
|
||||||
{
|
{
|
||||||
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
|
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
|
||||||
{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
|
{ nullptr, 1, 0, 0, 0, bd->renderResources.SamplerLinear, 0 },
|
||||||
};
|
};
|
||||||
WGPUBindGroupDescriptor common_bg_descriptor = {};
|
WGPUBindGroupDescriptor common_bg_descriptor = {};
|
||||||
common_bg_descriptor.layout = bg_layouts[0];
|
common_bg_descriptor.layout = bg_layouts[0];
|
||||||
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
|
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
|
||||||
common_bg_descriptor.entries = common_bg_entries;
|
common_bg_descriptor.entries = common_bg_entries;
|
||||||
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
|
bd->renderResources.CommonBindGroupLinear = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
|
||||||
|
common_bg_entries[1].sampler = bd->renderResources.SamplerNearest;
|
||||||
|
bd->renderResources.CommonBindGroupNearest = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
|
||||||
bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
|
bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
|
||||||
|
|
||||||
SafeRelease(vertex_shader_desc.module);
|
SafeRelease(vertex_shader_desc.module);
|
||||||
@@ -845,15 +917,18 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
|||||||
io.BackendRendererName = "imgui_impl_wgpu (Dawn, Native)";
|
io.BackendRendererName = "imgui_impl_wgpu (Dawn, Native)";
|
||||||
#endif
|
#endif
|
||||||
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||||
#if defined(__EMSCRIPTEN__)
|
|
||||||
io.BackendRendererName = "imgui_impl_wgpu (WGPU, Emscripten)"; // linked using EMSCRIPTEN with "-sUSE_WEBGPU=1" flag, deprecated from EMSCRIPTEN 4.0.10
|
|
||||||
#else
|
|
||||||
io.BackendRendererName = "imgui_impl_wgpu (WGPU, Native)";
|
io.BackendRendererName = "imgui_impl_wgpu (WGPU, Native)";
|
||||||
#endif
|
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
|
||||||
|
io.BackendRendererName = "imgui_impl_wgpu (WGVK, Native)";
|
||||||
#endif
|
#endif
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.DrawCallback_ResetRenderState = ImGui_ImplWGPU_DrawCallback_ResetRenderState;
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplWGPU_DrawCallback_SetSamplerLinear;
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplWGPU_DrawCallback_SetSamplerNearest;
|
||||||
|
|
||||||
bd->initInfo = *init_info;
|
bd->initInfo = *init_info;
|
||||||
bd->wgpuDevice = init_info->Device;
|
bd->wgpuDevice = init_info->Device;
|
||||||
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
|
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
|
||||||
@@ -862,11 +937,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
|||||||
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
||||||
bd->frameIndex = UINT_MAX;
|
bd->frameIndex = UINT_MAX;
|
||||||
|
|
||||||
bd->renderResources.Sampler = nullptr;
|
|
||||||
bd->renderResources.Uniforms = nullptr;
|
|
||||||
bd->renderResources.CommonBindGroup = nullptr;
|
|
||||||
bd->renderResources.ImageBindGroups.Data.reserve(100);
|
bd->renderResources.ImageBindGroups.Data.reserve(100);
|
||||||
bd->renderResources.ImageBindGroupLayout = nullptr;
|
|
||||||
|
|
||||||
// Create buffers with a default size (they will later be grown as needed)
|
// Create buffers with a default size (they will later be grown as needed)
|
||||||
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
|
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
|
||||||
@@ -921,7 +992,7 @@ void ImGui_ImplWGPU_NewFrame()
|
|||||||
|
|
||||||
bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status)
|
bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status)
|
||||||
{
|
{
|
||||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
|
||||||
return (status == WGPUSurfaceGetCurrentTextureStatus_Error);
|
return (status == WGPUSurfaceGetCurrentTextureStatus_Error);
|
||||||
#else
|
#else
|
||||||
return (status == WGPUSurfaceGetCurrentTextureStatus_OutOfMemory || status == WGPUSurfaceGetCurrentTextureStatus_DeviceLost);
|
return (status == WGPUSurfaceGetCurrentTextureStatus_OutOfMemory || status == WGPUSurfaceGetCurrentTextureStatus_DeviceLost);
|
||||||
@@ -938,7 +1009,7 @@ bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(WGPUSurfaceGetCurrentTextureStatus
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Helpers to obtain a string
|
// Helpers to obtain a string
|
||||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
|
||||||
const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type)
|
const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type)
|
||||||
{
|
{
|
||||||
switch (type)
|
switch (type)
|
||||||
@@ -1020,15 +1091,18 @@ void ImGui_ImplWGPU_DebugPrintAdapterInfo(const WGPUAdapter& adapter)
|
|||||||
#if defined(__APPLE__)
|
#if defined(__APPLE__)
|
||||||
// MacOS specific: is necessary to compile with "-x objective-c++" flags
|
// MacOS specific: is necessary to compile with "-x objective-c++" flags
|
||||||
// (e.g. using cmake: set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++") )
|
// (e.g. using cmake: set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++") )
|
||||||
|
#include <TargetConditionals.h>
|
||||||
|
#if TARGET_OS_OSX
|
||||||
#include <Cocoa/Cocoa.h>
|
#include <Cocoa/Cocoa.h>
|
||||||
#include <QuartzCore/CAMetalLayer.h>
|
#include <QuartzCore/CAMetalLayer.h>
|
||||||
#endif
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info)
|
WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info)
|
||||||
{
|
{
|
||||||
WGPUSurfaceDescriptor surface_descriptor = {};
|
WGPUSurfaceDescriptor surface_descriptor = {};
|
||||||
WGPUSurface surface = {};
|
WGPUSurface surface = {};
|
||||||
#if defined(__APPLE__)
|
#if defined(__APPLE__) && TARGET_OS_OSX
|
||||||
if (strcmp(info->System, "cocoa") == 0)
|
if (strcmp(info->System, "cocoa") == 0)
|
||||||
{
|
{
|
||||||
IM_ASSERT(info->RawWindow != nullptr);
|
IM_ASSERT(info->RawWindow != nullptr);
|
||||||
@@ -1075,7 +1149,7 @@ WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceI
|
|||||||
surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor);
|
surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor);
|
||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
#error "Unsupported WebGPU native platform!"
|
IM_ASSERT(0 && "Unsupported WebGPU native platform!");
|
||||||
#endif
|
#endif
|
||||||
return surface;
|
return surface;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,14 +3,16 @@
|
|||||||
// (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess)
|
// (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess)
|
||||||
|
|
||||||
// When targeting native platforms:
|
// When targeting native platforms:
|
||||||
// - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU *must* be provided.
|
// - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN, IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_WGVK *must* be provided.
|
||||||
// When targeting Emscripten:
|
// When targeting Emscripten:
|
||||||
// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN is Emscripten version is 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'.
|
// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN and requires Emscripten 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'.
|
||||||
|
// - Emscripten < 4.0.10 is not supported anymore (old '-sUSE_WEBGPU=1' option).
|
||||||
// - We can still define IMGUI_IMPL_WEBGPU_BACKEND_WGPU to use Emscripten '-s USE_WEBGPU=1' which is marked as obsolete by Emscripten.
|
// - We can still define IMGUI_IMPL_WEBGPU_BACKEND_WGPU to use Emscripten '-s USE_WEBGPU=1' which is marked as obsolete by Emscripten.
|
||||||
// Add #define to your imconfig.h file, or as a compilation flag in your build system.
|
// Add #define to your imconfig.h file, or as a compilation flag in your build system.
|
||||||
// This requirement may be removed once WebGPU stabilizes and backends converge on a unified interface.
|
// This requirement may be removed once WebGPU stabilizes and backends converge on a unified interface.
|
||||||
//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
||||||
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||||
|
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGVK
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
|
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
|
||||||
@@ -33,11 +35,7 @@
|
|||||||
// Setup Emscripten default if not specified.
|
// Setup Emscripten default if not specified.
|
||||||
#if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
#if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||||
#include <emscripten/version.h>
|
#include <emscripten/version.h>
|
||||||
#if (__EMSCRIPTEN_major__ >= 4) && (__EMSCRIPTEN_minor__ >= 0) && (__EMSCRIPTEN_tiny__ >= 10)
|
|
||||||
#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
||||||
#else
|
|
||||||
#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
|
||||||
#endif
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include <webgpu/webgpu.h>
|
#include <webgpu/webgpu.h>
|
||||||
@@ -72,7 +70,7 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
|
|||||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
|
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
|
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||||
|
|
||||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
|
IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
// [BETA] Selected render state data shared with callbacks.
|
// [BETA] Selected render state data shared with callbacks.
|
||||||
@@ -100,7 +98,7 @@ const char* ImGui_ImplWGPU_GetAdapterTypeName(WGPUAdapterType type);
|
|||||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||||
const char* ImGui_ImplWGPU_GetDeviceLostReasonName(WGPUDeviceLostReason type);
|
const char* ImGui_ImplWGPU_GetDeviceLostReasonName(WGPUDeviceLostReason type);
|
||||||
const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type);
|
const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type);
|
||||||
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__)
|
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||||
const char* ImGui_ImplWGPU_GetLogLevelName(WGPULogLevel level);
|
const char* ImGui_ImplWGPU_GetLogLevelName(WGPULogLevel level);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|||||||
@@ -21,6 +21,9 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2026-05-19: DPI: ImGui_ImplWin32_EnableDpiAwareness() helper uses SetProcessDpiAwarenessContext() instead of SetThreadDpiAwarenessContext(), fixes DPI scaling issues with e.g. OpenGL. (#9403)
|
||||||
|
// 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556)
|
||||||
|
// 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961)
|
||||||
// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
|
// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
|
||||||
// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed.
|
// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed.
|
||||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||||
@@ -126,6 +129,7 @@ struct ImGui_ImplWin32_Data
|
|||||||
HMODULE XInputDLL;
|
HMODULE XInputDLL;
|
||||||
PFN_XInputGetCapabilities XInputGetCapabilities;
|
PFN_XInputGetCapabilities XInputGetCapabilities;
|
||||||
PFN_XInputGetState XInputGetState;
|
PFN_XInputGetState XInputGetState;
|
||||||
|
DWORD XInputPacketNumber;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
|
ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||||
@@ -180,7 +184,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
|||||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||||
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
||||||
|
|
||||||
// Set platform dependent data in viewport
|
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
|
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
|
||||||
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
||||||
@@ -196,7 +200,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
|||||||
"xinput1_2.dll", // DirectX SDK
|
"xinput1_2.dll", // DirectX SDK
|
||||||
"xinput1_1.dll" // DirectX SDK
|
"xinput1_1.dll" // DirectX SDK
|
||||||
};
|
};
|
||||||
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
|
for (int n = 0; n < IM_COUNTOF(xinput_dll_names); n++)
|
||||||
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
|
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
|
||||||
{
|
{
|
||||||
bd->XInputDLL = dll;
|
bd->XInputDLL = dll;
|
||||||
@@ -357,6 +361,9 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
|
|||||||
if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
|
if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
|
||||||
return;
|
return;
|
||||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||||
|
if (bd->XInputPacketNumber != 0 && bd->XInputPacketNumber == xinput_state.dwPacketNumber)
|
||||||
|
return;
|
||||||
|
bd->XInputPacketNumber = xinput_state.dwPacketNumber;
|
||||||
|
|
||||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||||
#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
|
#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
|
||||||
@@ -406,7 +413,7 @@ void ImGui_ImplWin32_NewFrame()
|
|||||||
// Setup time step
|
// Setup time step
|
||||||
INT64 current_time = 0;
|
INT64 current_time = 0;
|
||||||
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
|
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
|
||||||
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
|
io.DeltaTime = (float)((double)(current_time - bd->Time) / (double)bd->TicksPerSecond);
|
||||||
bd->Time = current_time;
|
bd->Time = current_time;
|
||||||
|
|
||||||
// Update OS mouse position
|
// Update OS mouse position
|
||||||
@@ -649,8 +656,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
|||||||
bd->MouseTrackedArea = area;
|
bd->MouseTrackedArea = area;
|
||||||
}
|
}
|
||||||
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
||||||
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
|
if (msg == WM_NCMOUSEMOVE) // WM_NCMOUSEMOVE are absolute coordinates.
|
||||||
return 0;
|
::ScreenToClient(hwnd, &mouse_pos);
|
||||||
io.AddMouseSourceEvent(mouse_source);
|
io.AddMouseSourceEvent(mouse_source);
|
||||||
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
||||||
return 0;
|
return 0;
|
||||||
@@ -770,6 +777,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
|||||||
case WM_SETFOCUS:
|
case WM_SETFOCUS:
|
||||||
case WM_KILLFOCUS:
|
case WM_KILLFOCUS:
|
||||||
io.AddFocusEvent(msg == WM_SETFOCUS);
|
io.AddFocusEvent(msg == WM_SETFOCUS);
|
||||||
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||||
|
bd->XInputPacketNumber = 0; // FIXME: Technically, calling io.ClearInputKeys() directly would require this as well.
|
||||||
|
#endif
|
||||||
return 0;
|
return 0;
|
||||||
case WM_INPUTLANGCHANGE:
|
case WM_INPUTLANGCHANGE:
|
||||||
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
||||||
@@ -784,10 +794,28 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
wchar_t wch = 0;
|
wchar_t wch = 0;
|
||||||
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1);
|
||||||
io.AddInputCharacter(wch);
|
io.AddInputCharacter(wch);
|
||||||
}
|
}
|
||||||
return 0;
|
return 0;
|
||||||
|
case WM_IME_COMPOSITION:
|
||||||
|
{
|
||||||
|
// Handling WM_IME_COMPOSITION ensure that WM_IME_CHAR value is correct even for MBCS apps.
|
||||||
|
// (see #9099, #3653 and https://stackoverflow.com/questions/77450354 topics)
|
||||||
|
LRESULT result = ::DefWindowProcW(hwnd, msg, wParam, lParam);
|
||||||
|
return (lParam & GCS_RESULTSTR) ? 1 : result;
|
||||||
|
}
|
||||||
|
case WM_IME_CHAR:
|
||||||
|
if (::IsWindowUnicode(hwnd) == FALSE)
|
||||||
|
{
|
||||||
|
if (::IsDBCSLeadByte(HIBYTE(wParam)))
|
||||||
|
wParam = (WPARAM)MAKEWORD(HIBYTE(wParam), LOBYTE(wParam));
|
||||||
|
wchar_t wch = 0;
|
||||||
|
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1);
|
||||||
|
io.AddInputCharacterUTF16(wch);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
case WM_SETCURSOR:
|
case WM_SETCURSOR:
|
||||||
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
||||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
|
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
|
||||||
@@ -811,7 +839,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
|||||||
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
||||||
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
||||||
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
||||||
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
||||||
//---------------------------------------------------------------------------------------------------------
|
//---------------------------------------------------------------------------------------------------------
|
||||||
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
|
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
|
||||||
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
|
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
|
||||||
@@ -859,6 +887,7 @@ DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
|
|||||||
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
|
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
|
||||||
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
|
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
|
||||||
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
|
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
|
||||||
|
typedef BOOL(WINAPI* PFN_SetProcessDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1703+ (Creators Update)
|
||||||
|
|
||||||
// Helper function to enable DPI awareness without setting up a manifest
|
// Helper function to enable DPI awareness without setting up a manifest
|
||||||
void ImGui_ImplWin32_EnableDpiAwareness()
|
void ImGui_ImplWin32_EnableDpiAwareness()
|
||||||
@@ -866,7 +895,12 @@ void ImGui_ImplWin32_EnableDpiAwareness()
|
|||||||
if (_IsWindows10OrGreater())
|
if (_IsWindows10OrGreater())
|
||||||
{
|
{
|
||||||
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
|
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
|
||||||
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
|
if (PFN_SetProcessDpiAwarenessContext SetProcessDpiAwarenessContextFn = (PFN_SetProcessDpiAwarenessContext)::GetProcAddress(user32_dll, "SetProcessDpiAwarenessContext")) // Windows 10 v1703+
|
||||||
|
{
|
||||||
|
SetProcessDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) // Windows 10 v1607+
|
||||||
{
|
{
|
||||||
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
|
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
|
||||||
return;
|
return;
|
||||||
@@ -903,7 +937,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
|
|||||||
{
|
{
|
||||||
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
|
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
|
||||||
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||||
return xdpi / 96.0f;
|
return (float)xdpi / 96.0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#ifndef NOGDI
|
#ifndef NOGDI
|
||||||
@@ -913,7 +947,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
|
|||||||
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||||
::ReleaseDC(nullptr, dc);
|
::ReleaseDC(nullptr, dc);
|
||||||
#endif
|
#endif
|
||||||
return xdpi / 96.0f;
|
return (float)xdpi / 96.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
|
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
|
||||||
|
|||||||
@@ -26,7 +26,7 @@ IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
|
|||||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||||
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||||
|
|
||||||
// Win32 message handler your application need to call.
|
// Win32 message handler your application needs to call.
|
||||||
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
|
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
|
||||||
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
|
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
|
||||||
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||||
@@ -40,7 +40,7 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
|
|||||||
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
||||||
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
||||||
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
||||||
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
||||||
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
|
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
|
||||||
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
|
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
|
||||||
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
|
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
|
||||||
|
|||||||
@@ -34,6 +34,8 @@ Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
|
|||||||
xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
|
xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
|
||||||
xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
|
xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
|
||||||
|
|
||||||
|
note: use .metal outputs for updating msl_vertex / msl_fragment variables, and use .metallib outputs for metallib_vertex / metallib_fragment variables
|
||||||
|
|
||||||
Proceed to step 4
|
Proceed to step 4
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -1,7 +1,8 @@
|
|||||||
#version 450 core
|
#version 450 core
|
||||||
layout(location = 0) out vec4 fColor;
|
layout(location = 0) out vec4 fColor;
|
||||||
|
|
||||||
layout(set=0, binding=0) uniform sampler2D sTexture;
|
layout(set=0, binding=0) uniform texture2D _Texture;
|
||||||
|
layout(set=1, binding=0) uniform sampler _Sampler;
|
||||||
|
|
||||||
layout(location = 0) in struct {
|
layout(location = 0) in struct {
|
||||||
vec4 Color;
|
vec4 Color;
|
||||||
@@ -10,5 +11,5 @@ layout(location = 0) in struct {
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
fColor = In.Color * texture(sTexture, In.UV.st);
|
fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -89,6 +89,7 @@ List of Renderer Backends:
|
|||||||
imgui_impl_dx11.cpp ; DirectX11
|
imgui_impl_dx11.cpp ; DirectX11
|
||||||
imgui_impl_dx12.cpp ; DirectX12
|
imgui_impl_dx12.cpp ; DirectX12
|
||||||
imgui_impl_metal.mm ; Metal (ObjC or C++)
|
imgui_impl_metal.mm ; Metal (ObjC or C++)
|
||||||
|
imgui_impl_metal4.mm ; Metal 4 (ObjC or C++)
|
||||||
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy fixed pipeline. Don't use with modern OpenGL code!)
|
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy fixed pipeline. Don't use with modern OpenGL code!)
|
||||||
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2/3, WebGL
|
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2/3, WebGL
|
||||||
imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3)
|
imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3)
|
||||||
@@ -255,8 +256,8 @@ void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
|
|||||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||||
if (pcmd->UserCallback)
|
if (pcmd->UserCallback)
|
||||||
{
|
{
|
||||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
if (pcmd->UserCallback == platform_io.DrawCallback_ResetRenderState)
|
||||||
MyEngineSetupenderState();
|
MyEngineSetupSenderState();
|
||||||
else
|
else
|
||||||
pcmd->UserCallback(cmd_list, pcmd);
|
pcmd->UserCallback(cmd_list, pcmd);
|
||||||
}
|
}
|
||||||
@@ -337,7 +338,7 @@ void MyImGuiBackend_UpdateTexture(ImTextureData* tex)
|
|||||||
{
|
{
|
||||||
// Create texture based on tex->Width, tex->Height.
|
// Create texture based on tex->Width, tex->Height.
|
||||||
// - Most backends only support tex->Format == ImTextureFormat_RGBA32.
|
// - Most backends only support tex->Format == ImTextureFormat_RGBA32.
|
||||||
// - Backends for particularly memory constrainted platforms may support tex->Format == ImTextureFormat_Alpha8.
|
// - Backends for particularly memory constrained platforms may support tex->Format == ImTextureFormat_Alpha8.
|
||||||
|
|
||||||
// Upload all texture pixels
|
// Upload all texture pixels
|
||||||
// - Read from our CPU-side copy of the texture and copy to your graphics API.
|
// - Read from our CPU-side copy of the texture and copy to your graphics API.
|
||||||
|
|||||||
@@ -35,6 +35,746 @@ HOW TO UPDATE?
|
|||||||
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
|
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
|
||||||
- Please report any issue!
|
- Please report any issue!
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.92.9 WIP (In Progress)
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
|
Breaking Changes:
|
||||||
|
|
||||||
|
- TreeNode: commented out legacy name `ImGuiTreeNodeFlags_SpanTextWidth` which
|
||||||
|
was obsoleted in 1.90.7 (May 2024). Use `ImGuiTreeNodeFlags_SpanLabelWidth`.
|
||||||
|
|
||||||
|
Other Changes:
|
||||||
|
|
||||||
|
- Windows:
|
||||||
|
- Clicking on a window's empty-space to move/focus a window checks
|
||||||
|
for lack of mouse button ownership. This gives an additional opportunity
|
||||||
|
for user code to bypass it without using a clickable item. (#9382)
|
||||||
|
- Clicking on a window's empty-space to move/focus a window checks
|
||||||
|
for lack of queued focus request. (#9382)
|
||||||
|
- Fixed double-click collapse toggle not owning the mouse button. If a
|
||||||
|
`SetNextWindowPos()` with pivot was queued in the same frame, the second
|
||||||
|
click could trigger another item in the same window. (#9439) [@Cleroth]
|
||||||
|
- InputText:
|
||||||
|
- Added `style.InputTextCursorSize` to configure cursor/caret thickness. (#7031, #9409)
|
||||||
|
This is automatically scaled by `style.ScaleAllSizes()`.
|
||||||
|
- Tables:
|
||||||
|
- Redesigned/rewrote code to reconcile columns and settings on topology changes. (#9108)
|
||||||
|
- When a column label is passed to TableSetupColumn(), the underlying identifier
|
||||||
|
is used to match live columns data and .ini settings data when changing.
|
||||||
|
This makes it possible to add/remove columns from a table without losing
|
||||||
|
neither live data neither .ini settings data.
|
||||||
|
- PS: Note that this is distinct from toggling column visibility or reordering
|
||||||
|
columns, which was always possible. The new matching makes it easier to create
|
||||||
|
tables that are entirely customized by user or code, without losing state.
|
||||||
|
- Columns without identifiers or with duplicate identifiers are matched
|
||||||
|
sequentially, matching old behavior.
|
||||||
|
- Column ID are stored in .ini file.
|
||||||
|
- Code is being tested both for live topology changes and for loading .ini
|
||||||
|
data with mismatched topology.
|
||||||
|
- Context Menu: added a "Reset" sub-menu with a "Reset Visibility" option.
|
||||||
|
(which is greyed out when using default settings)
|
||||||
|
- Headers: fixed label being clipped early to reserve space for a sort marker
|
||||||
|
even when no sort marker is displayed. Auto-fitting a column still accounts
|
||||||
|
for the possible marker, so that sorting after an auto-fit doesn't clip the label.
|
||||||
|
- Multi-Select
|
||||||
|
- Reworked ImGuiMultiSelectFlags_NoAutoSelect as it carried side-effects that
|
||||||
|
were hardcoded/designed to use multi-selection on checkboxes. (#9391)
|
||||||
|
Specifically removed those undocumented behaviors from _NoAutoSelect:
|
||||||
|
- Clicking a selected/checked item always unselect/uncheck.
|
||||||
|
- Shift+Click inverts targets value and copy to range.
|
||||||
|
- Shift+Keyboard copy selection source value to range.
|
||||||
|
Those behaviors are still happening on checkboxes used within multi-selection.
|
||||||
|
- Fonts:
|
||||||
|
- Added `IMGUI_DISABLE_DEFAULT_FONT_BITMAP`/`IMGUI_DISABLE_DEFAULT_FONT_VECTOR` to
|
||||||
|
disable embedding either fonts separately. (#9407)
|
||||||
|
- Tweak `CalcTextSize()` awkward width rounding/ceiling code to reduce floating-point
|
||||||
|
imprecisions altering the result by 1 even at relatively small width. (#791)
|
||||||
|
- Better document the fact that ImFontAtlas::Clear()/ClearFonts() functions are
|
||||||
|
unlikely to be useful nowadays. Better recover to an edge case of mistakenly
|
||||||
|
calling ClearFonts() during rendering.
|
||||||
|
- Fixed an issue where passing a manually created ImFontAtlas to CreateContext() would
|
||||||
|
incorrectly destroy it in DestroyContext() when ref-count gets back to zero. (#9426)
|
||||||
|
- Destroying an ImGui context using a ImFontAtlas checks that the later has no references.
|
||||||
|
- Nav:
|
||||||
|
- Fixed context menu activation with gamepad erroneously testing for _NavEnableKeyboard
|
||||||
|
instead of _NavEnableGamepad. (#9454, #8803, #9270) [@Clownacy]
|
||||||
|
- TreeNode:
|
||||||
|
- Fixed nav cursor rendering with rounding even though tree nodes don't have it. (#7589)
|
||||||
|
- Inputs:
|
||||||
|
- Added GetItemClickedCountWithSingleClickDelay() helper for easy disambiguation
|
||||||
|
between single-click and double-click for actions that needs single-click to do
|
||||||
|
something other than selection. (#8337)
|
||||||
|
- Returns 1 on single-click but delayed by io.MouseSingleClickDelay.
|
||||||
|
- Returns 2 on double-click, and 2+ on subsequent repeated cicks.
|
||||||
|
- Added io.MouseSingleClickDelay to configure default delayed single click delay when
|
||||||
|
using GetItemClickedCountWithSingleClickDelay() or IsMouseReleasedWithDelay(). (#8337)
|
||||||
|
Note that io.MouseSingleClickDelay is always > io.MouseDoubleClickTime.
|
||||||
|
- Style:
|
||||||
|
- Added style.MenuItemRounding, ImGuiStyleVar_MenuItemRounding. (#7589, #9375, #9453)
|
||||||
|
- Added style.SelectableRounding, ImGuiStyleVar_SelectableRounding. (#7589, #9375, #9453)
|
||||||
|
The use of this is discouraged because it can easily create problems rendering e.g.
|
||||||
|
contiguous selection.
|
||||||
|
- Scale the NavCursor border thickness when using large values with `ScallAllSizes()`.
|
||||||
|
- Settings:
|
||||||
|
- Windows/Tables settings entries can now record the last used date in YYYYMMDD format,
|
||||||
|
allowing tools to run to e.g. delete entries that haven't been used in X months. (#9460)
|
||||||
|
- Added bool io.ConfigIniSettingsSaveLastUsedDate to disable saving that info. (#9460)
|
||||||
|
- Added int io.ConfigIniSettingsAutoDiscardMonths to enable a mode where unused settings
|
||||||
|
are automatically discard after xx months. (#9460)
|
||||||
|
- Added a trimming tool under Metrics->Settings, along with a yet-unexposed function.
|
||||||
|
- The current system date is fed through ImGuiPlatformIO::Platform_SessionDate,
|
||||||
|
which is automatically set by a call to time() done during context creation. (#9460)
|
||||||
|
- Added IMGUI_DISABLE_TIME_FUNCTIONS to disable setting platform_io.Platform_SessionDate.
|
||||||
|
A custom backend may still set it manually. (#9460)
|
||||||
|
- DrawList:
|
||||||
|
- Minor optimization to `AddLine()`, `AddLineH()`, `AddLineV()` functions. (#4091)
|
||||||
|
- Added `ImDrawListFlags_TextNoPixelSnap` to disable snapping of AddText()
|
||||||
|
coordinates for a given scope. (#3437, #9417, #2291)
|
||||||
|
- ColorButton:
|
||||||
|
- Small rendering tweak/optimization for the alpha checkerboard.
|
||||||
|
- Demo:
|
||||||
|
- Extract 'Widgets->Tree Nodes->Selectable Nodes' out of the 'Advanced'
|
||||||
|
demo for clarity (manual reimplementation of basic selection).
|
||||||
|
- Misc:
|
||||||
|
- Added IM_DEBUG_BREAK() handler for GCC+AArch64/ARM64. [@tom-seddon]
|
||||||
|
- Backends:
|
||||||
|
- Metal4:
|
||||||
|
- Added new Metal 4 backend (forked from Metal 3 backend). (#9458, #9451) [@AmelieHeinrich]
|
||||||
|
Note that Metal-cpp is not yet supported.
|
||||||
|
- OpenGL3:
|
||||||
|
- GLSL version detection assume GLSL 410 when GL context is 4.1.
|
||||||
|
Fixes an issue running on macOS with Wine. [#9427, #6577) [@perminovVS]
|
||||||
|
- Expose selected render state in ImGui_ImplOpenGL3_RenderState, allowing to
|
||||||
|
dynamically select between use of glBindSampler() and glTexParameter(). (#9378)
|
||||||
|
- Win32:
|
||||||
|
- Uses `SetProcessDpiAwarenessContext()` instead of `SetThreadDpiAwarenessContext()`
|
||||||
|
when available, fixing OpenGL DPI scaling issues as e.g. NVIDIA drivers tends
|
||||||
|
to spawn multiple-thread to manage OpenGL. (#9403)
|
||||||
|
- Examples:
|
||||||
|
- Android: update to AGP 9.2.0 to support Gradle 9.6.0.
|
||||||
|
- OpenGL3+GLFW/SDL2/SDL3: allow Wine compatibility by passing empty GLSL version
|
||||||
|
string to ImGui_ImplOpenGL3_Init() to let backend decide of a GLSL version based
|
||||||
|
on actual GL version obtained. (#9427, #6577) [@perminovVS]
|
||||||
|
- OpenGL3+Win32: rework context creation to allow Wine compatibility. (#9427, #6577) [@perminovVS]
|
||||||
|
- SDL2/SDL3: use `SDL_GetWindowSizeInPixels()` to create frame-buffers. Fixes issues
|
||||||
|
with non-fractional framebuffer size on Wayland. (#8761, #9124) [@billtran1632001]
|
||||||
|
- SDL3+Metal4: added new example. (#9458, #9451) [@AmelieHeinrich]
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.92.8 (Released 2026-05-12)
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
|
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.8
|
||||||
|
|
||||||
|
Breaking Changes:
|
||||||
|
|
||||||
|
- DrawList: swapped the last two arguments of `AddRect()`, `AddPolyline()`, `PathStroke()`.
|
||||||
|
- Before: `void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f);`
|
||||||
|
- After: `void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, float thickness = 1.0f, ImDrawFlags flags = 0);`
|
||||||
|
- Before: `void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);`
|
||||||
|
- After: `void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags = 0);`
|
||||||
|
- Before: `void ImDrawList::PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f);`
|
||||||
|
- After: `void ImDrawList::PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0);`
|
||||||
|
Added inline redirection functions when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is off.
|
||||||
|
Marked the old functions are =delete when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is on, to allow for better type-checking.
|
||||||
|
Effectively the typical call site is changing from:
|
||||||
|
- Before: `window->DrawList->AddRect(p_min, p_max, color, rounding, ImDrawFlags_None, border_size);`
|
||||||
|
- After: `window->DrawList->AddRect(p_min, p_max, color, rounding, border_size);`
|
||||||
|
Notes:
|
||||||
|
- Users of C++ and other languages with type-checking will be notified at compile-time of any mistakes.
|
||||||
|
- Users of high-level bindings or languages with no type-checking will be notified at runtime via an assert for invalid flags value.
|
||||||
|
If you are a binding maintainer consider doing something to facilitate transition or error detection.
|
||||||
|
- This is perhaps the worst breaking change in our history :( but it makes ImDrawList function signatures consistent.
|
||||||
|
As we are aiming to add flags and features to variety of ImDrawList functions, that consistency becomes more important.
|
||||||
|
The new order is also more convenient as `flags` are less frequently used than `thickness` in real code.
|
||||||
|
- As a general policy in Dear ImGui, all our flags default to 0 so ImDrawFlags_None was likely written 0 in some call sites.
|
||||||
|
- Consider adding `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h, even temporarily, to clean up legacy code.
|
||||||
|
- Reminder: you do NOT need to specify `ImDrawFlags_RoundCornersAll` for rounding, it is already the default!
|
||||||
|
- DrawList: obsoleted `ImDrawCallback_ResetRenderState` in favor of using `ImGui::GetPlatformIO().DrawCallback_ResetRenderState`,
|
||||||
|
which is part of our new standard draw callbacks. (#9378)
|
||||||
|
Redirecting the earlier value into the later one when set, so both old and new code should work.
|
||||||
|
- DrawList: changed value of `ImDrawFlags_Closed`. It was previously advertised as "always == 1" when introduced
|
||||||
|
in 1.82 (2021/02), in order to facilitate backward compatibility with the legacy `bool closed` flag. This
|
||||||
|
guarantee has been removed. The bit is reserved, and `AddPolyline()`, `PathStroke()` will assert when it is used.
|
||||||
|
- Backends:
|
||||||
|
- Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. (#914)
|
||||||
|
This change allows us to facilitate changing samplers, in line with other backends. [@yaz0r, @ocornut]
|
||||||
|
- When creating your own descriptor pool (instead of letting backend creates its own):
|
||||||
|
- Before: need at least `IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER`.
|
||||||
|
- After: need at least `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE`.
|
||||||
|
+ `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLER`.
|
||||||
|
- When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler.
|
||||||
|
- Before: `ImGui_ImplVulkan_AddTexture(VkSampler, VkImageView, VkImageLayout)`
|
||||||
|
- After: `ImGui_ImplVulkan_AddTexture(VkImageView, VkImageLayout)`
|
||||||
|
- Kept inline redirection function that ignores the sampler (will obsolete).
|
||||||
|
- DirectX10, DirectX11, SDLGPU3, Vulkan: removed samplers from `ImGui_ImplXXXX_RenderState`.
|
||||||
|
Prefer to use backend-agnostic DrawCallback_SetSamplerLinear which works everywhere! (#9378)
|
||||||
|
If there is a legit need/request for them or any render state we can always add them back.
|
||||||
|
- OpenGL3: the new sampler support system prioritize using glBindSampler() when available,
|
||||||
|
which would override glTexParameter() settings you may have set on custom textures. (#9378)
|
||||||
|
|
||||||
|
Other Changes:
|
||||||
|
|
||||||
|
- DrawList:
|
||||||
|
- Added room in `ImGuiPlatformIO` for standard backend-agnostic draw callbacks. Those callbacks
|
||||||
|
are setup/provided by the backend and available in most of our standard backends.
|
||||||
|
They allow backend-agnostic code from e.g. switching to a Nearest/Point sampler without
|
||||||
|
messing with custom Renderer-specific callbacks.
|
||||||
|
platform_io.DrawCallback_ResetRenderState; // Request to reset the graphics/render state.
|
||||||
|
platform_io.DrawCallback_SetSamplerLinear; // Request to set current texture sampling to Linear
|
||||||
|
platform_io.DrawCallback_SetSamplerNearest; // Request to set current texture sampling to Nearest/Point
|
||||||
|
Note that some backends might not support all callbacks.
|
||||||
|
(#9378, #9371, #3590, #8926, #2973, #7485, #7468, #6969, #5118, #7616, #9173, #8322, #7230,
|
||||||
|
#5999, #6452, #5156, #7342, #7592, #7511)
|
||||||
|
- Made `AddCallback()` user data default to Null for convenience.
|
||||||
|
- Added `AddLineH()`, `AddLineV()` helpers to draw horizontal and vertical lines. [@memononen]
|
||||||
|
The new functions are more optimal and will be part of a larger effort in 1.93 to fix
|
||||||
|
inconsistencies and improve the DrawList API. In the current API, `AddLine()` adds a "magic" +0.5f
|
||||||
|
offset and then center the line, whereas AddLineH()/AddLineV() use the right side of the line to expand.
|
||||||
|
For thickness=1.0f lines this is equivalent:
|
||||||
|
`AddLine({10,3}, {20,3}, ...)` --> `AddLineH(x1=10, x2=20, y=3, ...)`.
|
||||||
|
`AddLine({3,10}, {3,20}, ...)` --> `AddLineV(x=3, y1=10, y2=20, ...)`.
|
||||||
|
For larger integer thickness, AddLine() will center but may be blurry, AddLineH()/AddLineV()
|
||||||
|
will expand "inside" (to the right side) and will always be sharp.
|
||||||
|
A subsequent release will expand on those concepts and add new options.
|
||||||
|
- InputText:
|
||||||
|
- InputTextMultiline: fixed an issue processing deactivation logic when an active
|
||||||
|
multi-line edit is clipped due to being out of view.
|
||||||
|
- Fixed a crash when toggling ReadOnly while active. (#9354)
|
||||||
|
- `CharFilter` callback event sets CursorPos/SelectionStart/SelectionEnd. (#816)
|
||||||
|
- Tables:
|
||||||
|
- Fixed issues reporting ideal size to parent window/container: (#9352, #7651)
|
||||||
|
- When both scrollbars are visible but only one of ScrollX/ScrollY was explicitly requested.
|
||||||
|
- When vertical scrollbar was not at the top, the computation was often incorrect.
|
||||||
|
- Windows:
|
||||||
|
- Fixed a single-axis auto-resizing feedback loop issue with nested containers
|
||||||
|
and varying scrollbar visibility. (#9352)
|
||||||
|
- Detect and report error when calling End() instead of EndPopup() on a popup. (#9351)
|
||||||
|
- Child windows with only `ImGuiChildFlags_AutoResizeY` flag keep using the proportional
|
||||||
|
default `ItemWidth`. (#9355)
|
||||||
|
- Using mouse wheel to scroll takes and keeps ownership of the corresponding keys
|
||||||
|
(e.g. `ImGuiKey_MouseWheelY`) while a wheeling window is locked. (#2604, #3795)
|
||||||
|
- InputInt, InputFloat, InputScalar:
|
||||||
|
- Reinstated `ImGuiInputTextFlags_EnterReturnsTrue` support which was removed in 1.91.4.
|
||||||
|
(#8665, #9299, #8065, #3946, #6284, #9117)
|
||||||
|
- Fixed the fact that it didn't return true when validating same value.
|
||||||
|
- Fixed losing value when tabbing out or losing focus.
|
||||||
|
- Made it that pressing +/- step buttons also return true, which is in line
|
||||||
|
with 1.91.4 behavior.
|
||||||
|
- In a majority of cases you should use `IsItemDeactivatedAfterEdit()` instead,
|
||||||
|
but it still has a few edge cases flaws (to be addressed soon).
|
||||||
|
- Allow passing a format string that does not display the scalar value.
|
||||||
|
Parsing input with default format for the type. (#9385) [@FireFox2000000]
|
||||||
|
- Multi-Select:
|
||||||
|
- Fixed an issue using Multi-Select within a Table causing column width measurement to
|
||||||
|
be invalid when trailing column contents is not submitted in the last row. (#9341, #8250)
|
||||||
|
- Fixed an issue using Multi-Select within a Table with the right-most column visible,
|
||||||
|
which could lead to an extra vertical offset in the Header row. (#8250)
|
||||||
|
- Multi-Select + Box-Select:
|
||||||
|
- Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect1d` mode while scrolling.
|
||||||
|
Notably, using mouse wheel while holding a box-selection could lead items close to windows
|
||||||
|
edges from not being correctly unselected. (#7994, #8250, #7821, #7850, #7970)
|
||||||
|
- Improved dirty/unclip rectangle logic for `ImGuiMultiSelectFlags_BoxSelect2d`.
|
||||||
|
- Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect2d` mode, where
|
||||||
|
items out of view wouldn't be properly selected while scrolling while mouse cursor
|
||||||
|
is hovering outside of selection scope. (#7994, #1861, #6518)
|
||||||
|
- Fixed an issue where items out of horizontal view would sometimes lead
|
||||||
|
to incorrect merging of sequential selection requests while also scrolling fast
|
||||||
|
enough to overlap multiple rows during a frame. (#7994, #1861, #6518)
|
||||||
|
- Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect2d` mode in a Table
|
||||||
|
while relying on the `TableNextColumn()` return value to perform coarse clipping. (#7994)
|
||||||
|
- Disabled merging consecutive selection requests as we have no reliable
|
||||||
|
way of detecting if user has submitted all consecutive items without clipping gaps,
|
||||||
|
and `ImGuiSelectionUserData` is technically opaque storage. (#7994, #1861)
|
||||||
|
(we will probably bring this back as a minor optimization if we have a way to for
|
||||||
|
user to tell us `ImGuiSelectionUserData` are indices)
|
||||||
|
- Fixes for using across nested child windows. (#8364)
|
||||||
|
- Box-Select + Clipper: fixed an issue selecting items while scrolling while a clipper
|
||||||
|
active. (#7994, #8250, #7821, #7850, #7970)
|
||||||
|
- Box-Select + Tables: fixed an issue using box-selection in a tables with
|
||||||
|
items straying out of columns boundaries. (#7994, #2221)
|
||||||
|
- Box-Select + Tables: fixed an issue when calling `BeginMultiSelect()` in a table
|
||||||
|
before layout has been locked (first row or headers row submitted). (#8250)
|
||||||
|
- Menus:
|
||||||
|
- BeginMenu()/MenuItem(): fixed accidental triggering of child menu items when
|
||||||
|
opening a menu inside a small host window forcing the child menu window to be
|
||||||
|
repositioned under the mouse cursor. (#8233, #9394)
|
||||||
|
Done by reworking `BeginMenu()`/`MenuItem()`: they previously avoiding taking
|
||||||
|
ActiveID + key/click ownership (in order to allow releasing button on another item).
|
||||||
|
Now they take them and release them once the mouse is moved outside item boundaries.
|
||||||
|
- Inputs:
|
||||||
|
- SetItemKeyOwner(): return true if ownership has been requested, which typically
|
||||||
|
needs to to checked for gating further tests. This is important as the function
|
||||||
|
may fail. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
|
||||||
|
- SetItemKeyOwner(): does not set ownership is key is already taken. Effectively
|
||||||
|
this makes using `SetItemKeyOwner(ImGuiKey_MouseWheelY)` over an item work as
|
||||||
|
expected while not having item react if a scroll wheel is actively in progress.
|
||||||
|
May be subject to further redesign, e.g. conditional flags. Feedback welcome!
|
||||||
|
- Style:
|
||||||
|
- Checkbox: added `ImGuiCol_CheckboxSelectedBg` to change or accentuate the
|
||||||
|
background color of checked/mixed checkboxes. (#9392)
|
||||||
|
- Added `ImGuiStyleVar_DragDropTargetRounding`. (#9056)
|
||||||
|
- Fixed vertical scrollbar top coordinates when using thick borders on windows
|
||||||
|
with no title bar and no menu bar. (#9366)
|
||||||
|
- Fonts:
|
||||||
|
- imgui_freetype: add FreeType headers & compiled version in 'About Dear ImGui' details.
|
||||||
|
- Assert when using MergeMode with an explicit size over a target font with an implicit
|
||||||
|
size, as scale factor are likely erroneous. (#9361)
|
||||||
|
- Clipper:
|
||||||
|
- Improved error reporting when misusing the clipper inside a table (prioritize
|
||||||
|
reporting the common clipper error over a table sanity check assert). (#9350)
|
||||||
|
- Tweaked assert triggering when first item height measurement fails, and made it
|
||||||
|
a better recoverable error. (#9350)
|
||||||
|
- Misc:
|
||||||
|
- Minor optimization: reduce redundant label scanning in common widgets.
|
||||||
|
- Added missing Test Engine hooks for `PlotLines()`, `PlotHistogram()`, `VSliderXXX()`
|
||||||
|
and `TableHeader()` functions.
|
||||||
|
- Demo:
|
||||||
|
- Added simple demo for a scrollable/zoomable image viewer with a grid.
|
||||||
|
Available in `Examples->Image Viewer` and `Widgets->Images`.
|
||||||
|
- Backends:
|
||||||
|
- Added support for new standardized draw callbacks in most backends: (#9378)
|
||||||
|
- Allegro5: Reset n/a n/a
|
||||||
|
- DX9: Reset SetSamplerLinear SetSamplerNearest
|
||||||
|
- DX10: Reset SetSamplerLinear SetSamplerNearest
|
||||||
|
- DX11: Reset SetSamplerLinear SetSamplerNearest
|
||||||
|
- DX12: Reset SetSamplerLinear SetSamplerNearest
|
||||||
|
- Metal: Reset SetSamplerLinear SetSamplerNearest
|
||||||
|
- OpenGL2: Reset SetSamplerLinear SetSamplerNearest
|
||||||
|
- OpenGL3+: Reset SetSamplerLinear SetSamplerNearest
|
||||||
|
- SDLGPU3: Reset SetSamplerLinear SetSamplerNearest
|
||||||
|
- SDLRenderer2: Reset n/a n/a
|
||||||
|
- SDLRenderer3: Reset SetSamplerLinear SetSamplerNearest
|
||||||
|
- Vulkan: Reset SetSamplerLinear SetSamplerNearest
|
||||||
|
- WebGPU: Reset SetSamplerLinear SetSamplerNearest
|
||||||
|
(Vulkan backend by @yaz0r, Metal by @ssh4net, others by @ocornut)
|
||||||
|
- GLFW: added a Win32-specific implementation of `ImGui_ImplGlfw_GetContentScaleXXXX`
|
||||||
|
functions for legacy GLFW 3.2. (#9003)
|
||||||
|
- Metal: avoid redundant vertex buffer bind in `SetupRenderState()`, which leads
|
||||||
|
to validation issue. (#9343) [@Hunam6]
|
||||||
|
- Metal: use a dedicated `bufferCacheLock` to avoid crashing when `bufferCache` is
|
||||||
|
replaced by a new object while being used for `@synchronize()`. (#9367) [@andygrundman]
|
||||||
|
- SDL2: made `ImGui_ImplSDL2_GetContentScaleForWindow()`/`ImGui_ImplSDL2_GetContentScaleForDisplay()`
|
||||||
|
helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value
|
||||||
|
and this breaks scaling border size. (#9369)
|
||||||
|
- WebGPU: rework choice/detection of using WGSL/SPIR-V shader on WGVK. (#9316, #9246, #9257, #9387)
|
||||||
|
- Examples:
|
||||||
|
- Update VS toolset in all .vcxproj from VS2015 (v140) to VS2017 (v141). The later is the
|
||||||
|
first that supports vcpkg. Onward we will likely stop testing building the library with VS2015.
|
||||||
|
- GLFW+Vulkan, SDL2+Vulkan, SDL3+Vulkan, Win32+Vulkan: reworked to create a descriptor pool with:
|
||||||
|
- `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE`.
|
||||||
|
- `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLER`.
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.92.7 (Released 2026-04-02)
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
|
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.7
|
||||||
|
|
||||||
|
Breaking Changes:
|
||||||
|
|
||||||
|
- Separator: fixed a legacy quirk where `Separator()` was submitting a zero-height
|
||||||
|
item for layout purpose, even though it draws a 1-pixel separator.
|
||||||
|
The fix could affect code e.g. computing height from multiple widgets in order to
|
||||||
|
allocate vertical space for a footer or multi-line status bar. (#2657, #9263)
|
||||||
|
The "Console" example had such a bug:
|
||||||
|
float footer_height = style.ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
|
||||||
|
BeginChild("ScrollingRegion", { 0, -footer_height });
|
||||||
|
Should be:
|
||||||
|
float footer_height = style.ItemSpacing.y + style.SeparatorSize + ImGui::GetFrameHeightWithSpacing();
|
||||||
|
BeginChild("ScrollingRegion", { 0, -footer_height });
|
||||||
|
When such idiom was used and assuming zero-height Separator, it is likely that
|
||||||
|
in 1.92.7 the resulting window will have unexpected 1 pixel scrolling range.
|
||||||
|
- Multi-Select: renamed `ImGuiMultiSelectFlags_SelectOnClick` to `ImGuiMultiSelectFlags_SelectOnAuto`.
|
||||||
|
Kept inline redirection enum (will obsolete).
|
||||||
|
- Combo(), ListBox(): commented out legacy signatures which were obsoleted in 1.90
|
||||||
|
(Nov 2023), when the getter callback type was changed from:
|
||||||
|
bool (*getter)(void* user_data, int idx, const char** out_text)
|
||||||
|
To:
|
||||||
|
const char* (*getter)(void* user_data, int idx)
|
||||||
|
|
||||||
|
Other Changes:
|
||||||
|
|
||||||
|
- TreeNode:
|
||||||
|
- Moved `TreeNodeGetOpen()` helper to public API. I was hesitant to make this public
|
||||||
|
because I intend to provide a more generic and feature-full version, but in the meanwhile
|
||||||
|
this will do. (#3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722)
|
||||||
|
- In 'Demo->Property Editor' demonstrate a way to perform tree clipping by fast-forwarding
|
||||||
|
through non-visible chunks. (#3823, #9251, #6990, #6042)
|
||||||
|
Using SetNextItemStorageID() + TreeNodeGetOpen() makes this notably easier than
|
||||||
|
it was prior to 1.91.
|
||||||
|
- InputText:
|
||||||
|
- Shift+Enter in multi-line editor always adds a new line, regardless of
|
||||||
|
`ImGuiInputTextFlags_CtrlEnterForNewLine` being set or not. (#9239)
|
||||||
|
- Reworked `io.ConfigInputTextEnterKeepActive` mode so that pressing Enter will
|
||||||
|
deactivate/reactivate the item in order for e.g. `IsItemDeactivatedAfterEdit()`
|
||||||
|
signals to be emitted the same way regardless of that setting. (#9001, #9115)
|
||||||
|
- Fixed a glitch when using `ImGuiInputTextFlags_ElideLeft` where the local x offset
|
||||||
|
would be incorrect during the deactivation frame. (#9298)
|
||||||
|
- Fixed a crash introduced in 1.92.6 when handling `ImGuiInputTextFlags_CallbackResize`
|
||||||
|
in certain situations. (#9174)
|
||||||
|
- Fixed selection highlight Y1 offset being very slightly off (since 1.92.3). (#9311) [@v-ein]
|
||||||
|
- InputTextMultiline: fixed an issue introduced in 1.92.3 where line count calculated
|
||||||
|
for vertical scrollbar range would be +1 when the widget is inactive, word-wrap is
|
||||||
|
disabled and the text buffer ends with '\n'. Fixed a similar issue related to clipping
|
||||||
|
large amount of text.
|
||||||
|
- InputTextMultiline: avoid going through reactivation code and fixed losing revert value
|
||||||
|
when activating scrollbar.
|
||||||
|
- InputTextMultiline: fixed an issue where edit buffer wouldn't be reapplied to back
|
||||||
|
buffer on the `IsItemDeactivatedAfterEdit()` frame. This could create issues when
|
||||||
|
using the idiom of not applying edits before `IsItemDeactivatedAfterEdit()`.
|
||||||
|
(#9308, #8915, #8273)
|
||||||
|
- Tables:
|
||||||
|
- Allow reordering columns by dragging them in the context menu. (#9312)
|
||||||
|
- Context menu now presents columns in display order. (#9312)
|
||||||
|
- Fixed and clarified the behavior of using `TableSetupScrollFreeze()` with columns>1,
|
||||||
|
and where some of the columns within that range were Hidable.
|
||||||
|
- Before: `TableSetupScrollFreeze(N, 0)`: include the N left-most visible columns as
|
||||||
|
part of the scroll freeze. So if you intentionally hide columns <N, the scroll
|
||||||
|
freeze area would start covering the subsequent/following columns (N+1) etc.
|
||||||
|
- After: `TableSetupScrollFreeze(N, 0)`: include the N left-most columns (regardless of visibility),
|
||||||
|
as part of the scroll freeze. So if you intentionally hide columns <N, the scroll
|
||||||
|
freeze area will cover less columns.
|
||||||
|
- This is generally more sane and logical.
|
||||||
|
- Fixed dragging a header to reorder outside of visible bounds (due to horizontal scrolling)
|
||||||
|
from losing active id.
|
||||||
|
- Angled Headers: angled section for column being reordered via the regular headers
|
||||||
|
stays highlighted during reordering.
|
||||||
|
- Style:
|
||||||
|
- Fonts: fixed an issue introduced in 1.92.6 where `style.FontBaseSize` would be
|
||||||
|
cleared during the first frame if no fonts was explicitly added before.
|
||||||
|
- Border sizes are now scaled (and rounded) by `ScaleAllSizes()`.
|
||||||
|
- When using large values with `ScallAllSizes()`, the following items thickness
|
||||||
|
are scaled to integer amounts:
|
||||||
|
- `InputText()` caret/cursor thickness. (#7031)
|
||||||
|
- `CloseButton()` thickness.
|
||||||
|
- `TextLink()` underline thickness.
|
||||||
|
- `ColorButton()` border thickness.
|
||||||
|
- `Separator()` thickness, via scaling newly added `style.SeparatorSize`. (#2657, #9263)
|
||||||
|
- Nav:
|
||||||
|
- Popups: Shift+F10 or Menu key can now open popups menus when using
|
||||||
|
`BeginPopupContextItem()`, `BeginPopupContextWindow()` or `OpenPopupOnItemClick()`.
|
||||||
|
(#8803, #9270) [@exelix11, @ocornut]
|
||||||
|
- Changed Gamepad mapping for "Activate with Text Input" action: (#8803, #787)
|
||||||
|
- Previously: press North button (PS4/PS5 triangle, Switch X, Xbox Y).
|
||||||
|
- Now: long press (hold) Activate button (PS4/PS5 cross, Switch B, Xbox A) for ~0.60 secs.
|
||||||
|
This is rarely used, somehow easier to discover, and frees a button for other uses.
|
||||||
|
See updated Gamepad Control Sheets: https://www.dearimgui.com/controls_sheets
|
||||||
|
- Short Gamepad Activation press on InputText() always activate with Text Input mode.
|
||||||
|
- Popups: pressing North button (PS4/PS5 triangle, SwitchX, Xbox Y) also open popups menus.
|
||||||
|
- Multi-Select:
|
||||||
|
- Added `ImGuiMultiSelectFlags_SelectOnClickAlways` mode (rarely used).
|
||||||
|
This prevents Drag and Drop of multiple items, but it allows to start a new Box-Selection
|
||||||
|
from inside an existing selection (Excel style). (#9307, #1861)
|
||||||
|
- Clipper:
|
||||||
|
- Clear `DisplayStart`/`DisplayEnd` fields when `Step()` returns false.
|
||||||
|
- Added `UserIndex` helper storage. This is solely a convenience for cases where
|
||||||
|
you may want to carry an index around.
|
||||||
|
- Always pulls current context on `ImGuiListClipper::Begin()`, consistent with public
|
||||||
|
API design, and avoids issues with clipper instances outliving contexts. (#9324, #5856)
|
||||||
|
- Scrollbar:
|
||||||
|
- Implemented a custom tweak to extend hit-testing bounding box when window is sitting
|
||||||
|
at the edge of a viewport (e.g. fullscreen or docked window), so that e.g. mouse the
|
||||||
|
mouse at the extreme of the screen will reach the scrollbar. (#9276)
|
||||||
|
- Fixed an issue which could lead initial click to move the current scroll by a pixel.
|
||||||
|
- Button:
|
||||||
|
- Moved `ImGuiButtonFlags_AllowOverlap` from imgui_internal.h to imgui.h,
|
||||||
|
as a convenience for when using e.g. `InvisibleButton()`.
|
||||||
|
- Focus: fixed fallback "Debug" window temporarily taking focus and setting `io.WantCaptureKeyboard`
|
||||||
|
for one frame on e.g. application boot if no other windows are submitted. (#9243)
|
||||||
|
- DrawList:
|
||||||
|
- PathArcTo(): fixed erroneous segment count for pathologically small arcs on large
|
||||||
|
circles. (#9331, #9313) [@thedmd, @epajarre]
|
||||||
|
- Memory:
|
||||||
|
- Discard/GC of ImDrawList buffers for unused windows favor restoring them to
|
||||||
|
~Size*1.05 instead of Capacity when awakening again. Facilitate releasing ImDrawList
|
||||||
|
buffers after unusual usage spike. (#9303)
|
||||||
|
- Fixed `GetForegroundDrawList()`/`GetBackgroundDrawList()` per-viewport buffers not being
|
||||||
|
collected when unused for `io.ConfigMemoryCompactTimer` amount of time. (#9303)
|
||||||
|
- Demo: fixed `IMGUI_DEMO_MARKER` locations for examples applets. (#9261, #3689) [@pthom]
|
||||||
|
- Misc: added missing ImVec2/ImVec4 operators. (#9339, #8258) [@dkosmari, @ArashPartow]
|
||||||
|
- Internals:
|
||||||
|
- ButtonBehavior: fixed internal/low-level `ImGuiButtonFlags_PressedOnRelease`
|
||||||
|
(as well as equivalent `ImGuiSelectableFlags_SelectOnRelease` for Selectable) from
|
||||||
|
not taking current active id. `ImGuiButtonFlags_NoHoldingActiveID` allows that.
|
||||||
|
This was only used internally by MenuItem().
|
||||||
|
- Backends:
|
||||||
|
- DirectX9, OpenGL2, OpenGL3, Metal, SDLGPU3, SDLRenderer2, SDLRenderer3: fixed easy-to-fix
|
||||||
|
issues in code assuming ImTextureID_Invalid is always defined to 0. (#9295, #9310)
|
||||||
|
- GLFW: mouse cursor is properly restored if changed by user app/code while using
|
||||||
|
`glfwSetInputMode(..., GLFW_CURSOR_DISABLED)` or `ImGuiConfigFlags_NoMouseCursorChange`.
|
||||||
|
Amend optimization done in 1.92.6.
|
||||||
|
- SDLGPU3: removed unnecessary call to `SDL_WaitForGPUIdle()` when releasing
|
||||||
|
vertex/index buffers. (#9262) [@jaenis]
|
||||||
|
- WebGPU: fixed version check for Emscripten 5.0.0+.
|
||||||
|
- WebGPU: removed support for Emscripten <4.0.10. (#9281) [@ypujante]
|
||||||
|
- WebGPU: added support for WGVK native backend via `IMGUI_IMPL_WEBGPU_BACKEND_WGVK`,
|
||||||
|
using SPIRV shaders if WGSL is not available. (#9316, #9246, #9257) [@r-lyeh]
|
||||||
|
(WGVK is a lightweight alternative to Dawn or WGPU for native applications,
|
||||||
|
which is easier to build/setup, see: https://github.com/manuel5975p/WGVK)
|
||||||
|
- Examples:
|
||||||
|
- Emscripten: added `tabindex=-1` to canvas in our shell_minimal.htm. Without it,
|
||||||
|
the canvas was not focusable in the DOM, which in turn make some backends
|
||||||
|
(e.g. pongasoft/emscripten-glfw) not receive focus loss events. (#9259) [@pthom]
|
||||||
|
- Emscripten: fixed minor rendering issues with our HTML shell. (#9281) [@ypujante]
|
||||||
|
- hidden small blue outline when canvas is focused on Chrome.
|
||||||
|
- hidden scrollbar in Firefox.
|
||||||
|
- Vulkan: added `ImGui_ImplVulkan_PipelineInfo::ExtraDynamicStates[]` to allow specifying
|
||||||
|
extra dynamic states to add when creating the VkPipeline. (#9211) [@DziubanMaciej]
|
||||||
|
- Vulkan: `ImGui_ImplVulkan_AddTexture()` skips updating descriptor_set if failing
|
||||||
|
to allocate one. (#8677) [@micb25]
|
||||||
|
- WebGPU: fixed undefined behaviors in example code for requesting adapter
|
||||||
|
and device. (#9246, #9256) [@r-lyeh]
|
||||||
|
- SDL2+WebGPU: fixed hi-dpi handling. (#9300) [@ypujante]
|
||||||
|
- GLFW/SDL2/SDL3+WebGPU: added support for WGVK. (#9316, #9246, #9257) [@r-lyeh, @ocornut]
|
||||||
|
- GLFW/SDL2/SDL3+WebGPU: removed support for Emscripten <4.0.10. (#9281) [@ypujante]
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.92.6 (2026-02-17)
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
|
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.6
|
||||||
|
|
||||||
|
Breaking Changes:
|
||||||
|
|
||||||
|
- Fonts:
|
||||||
|
- `AddFontDefault()` now automatically selects an embedded font between:
|
||||||
|
- `AddFontDefaultBitmap()`: classic pixel-clean font. Recommended at Size 13px with no scaling.
|
||||||
|
- `AddFontDefaultVector()`: new scalable font. Recommended at any higher size.
|
||||||
|
- The default selection is based on (style.FontSizeBase * FontScaleMain * FontScaleDpi)
|
||||||
|
reaching a small threshold, but old codebases may not set any of them properly.
|
||||||
|
As as a result, it is likely that old codebase may still default to AddFontDefaultBitmap().
|
||||||
|
- Prefer explicitly calling either of them based on your own logic!
|
||||||
|
You can call `AddFontDefaultBitmap()` to ensure legacy behavior.
|
||||||
|
- Fixed handling of `ImFontConfig::FontDataOwnedByAtlas = false` which did
|
||||||
|
erroneously make a copy of the font data, essentially defeating the purpose
|
||||||
|
of this flag and wasting memory (undetected since July 2015 and now spotted
|
||||||
|
by @TellowKrinkle, this is perhaps the oldest bug in Dear ImGui history,
|
||||||
|
albeit for a rarely used feature!) (#9086, #8465)
|
||||||
|
HOWEVER, fixing this bug is likely to surface bugs in user/app code:
|
||||||
|
- Prior to 1.92, font data only needs to be available during the `atlas->AddFontXXX()` call.
|
||||||
|
Since 1.92, font data needs to available until `atlas->RemoveFont()`, or more typically
|
||||||
|
until a shutdown of the owning context or font atlas.
|
||||||
|
- The fact that handling of `FontDataOwnedByAtlas = false` was broken bypassed
|
||||||
|
the issue altogether.
|
||||||
|
- Removed `ImFontConfig::PixelSnapV` added in 1.92 which turns out is unnecessary
|
||||||
|
(and was mis-documented). Post-rescale `GlyphOffset` is always rounded.
|
||||||
|
- Popups: changed compile-time `ImGuiPopupFlags popup_flags = 1` default value to be `= 0` for
|
||||||
|
`BeginPopupContextItem()`, `BeginPopupContextWindow()`, `BeginPopupContextVoid()`, `OpenPopupOnItemClick()`.
|
||||||
|
The default value has same meaning before and after. (#9157, #9146)
|
||||||
|
- Before this version, those functions had a `ImGuiPopupFlags popup_flags = 1` default
|
||||||
|
value in their function signature. This was introduced by a change on 2020/06/23 (1.77)
|
||||||
|
while changing the signature from `int mouse_button` to `ImGuiPopupFlags popup_flags`
|
||||||
|
and trying to preserve then-legacy behavior.
|
||||||
|
- We have now changed this behavior to: cleanup a very old API quirk, facilitate use by
|
||||||
|
bindings, and to remove the last and error-prone non-zero default value. Also because we
|
||||||
|
deemed it extremely rare to use those helper functions with the Left mouse button!
|
||||||
|
As using the LMB would generally be triggered via another widget,
|
||||||
|
e.g. a Button() + a OpenPopup()/BeginPopup() call.
|
||||||
|
- Before: The default = 1 means `ImGuiPopupFlags_MouseButtonRight`.
|
||||||
|
Explicitly passing a literal 0 means `ImGuiPopupFlags_MouseButtonLeft`.
|
||||||
|
- After: The default = 0 means `ImGuiPopupFlags_MouseButtonRight`.
|
||||||
|
Explicitly passing a literal 1 also means `ImGuiPopupFlags_MouseButtonRight`.
|
||||||
|
(if legacy behavior are enabled) or will assert (if legacy behavior are disabled).
|
||||||
|
- TL;DR: if you don't want to use right mouse button for popups, always specify it
|
||||||
|
explicitly using a named `ImGuiPopupFlags_MouseButtonXXXX` value.
|
||||||
|
Recap:
|
||||||
|
- BeginPopupContextItem("foo"); // Behavior unchanged (use Right button)
|
||||||
|
- BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonLeft); // Behavior unchanged (use Left button)
|
||||||
|
- BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonLeft | xxx); // Behavior unchanged (use Left button + flags)
|
||||||
|
- BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonRight | xxx); // Behavior unchanged (use Right button + flags)
|
||||||
|
- BeginPopupContextItem("foo", 1); // Behavior unchanged (as a courtesy we legacy interpret 1 as ImGuiPopupFlags_MouseButtonRight, will assert if disabling legacy behaviors.
|
||||||
|
- BeginPopupContextItem("foo", 0); // !! Behavior changed !! Was Left button. Now will defaults to Right button! --> Use ImGuiPopupFlags_MouseButtonLeft.
|
||||||
|
- BeginPopupContextItem("foo", ImGuiPopupFlags_NoReopen); // !! Behavior changed !! Was Left button + flags. Now will defaults to Right button! --> Use ImGuiPopupFlags_MouseButtonLeft | xxx.
|
||||||
|
- Commented out legacy names obsoleted in 1.90 (Sept 2023):
|
||||||
|
- `BeginChildFrame()` --> `BeginChild()` with `ImGuiChildFlags_FrameStyle` flag.
|
||||||
|
- `EndChildFrame()` --> `EndChild()`.
|
||||||
|
- `ShowStackToolWindow()` --> `ShowIDStackToolWindow()`.
|
||||||
|
- `IM_OFFSETOF()` --> `offsetof()`.
|
||||||
|
- `IM_FLOOR()` --> `IM_TRUNC()` [internal, for positive values only]
|
||||||
|
- Hashing: handling of "###" operator to reset to seed within a string identifier
|
||||||
|
doesn't include the "###" characters in the output hash anymore:
|
||||||
|
Before: `GetID("Hello###World") == GetID("###World") != GetID("World")`
|
||||||
|
After: `GetID("Hello###World") == GetID("###World") == GetID("World")`
|
||||||
|
- This has the property of facilitating concatenating and manipulating
|
||||||
|
identifiers using "###", and will allow fixing other dangling issues.
|
||||||
|
- This will invalidate hashes (stored in .ini data) for Tables and Windows
|
||||||
|
that are using the "###" operators. (#713, #1698)
|
||||||
|
- Renamed helper macro `IM_ARRAYSIZE()` -> `IM_COUNTOF()`. Kept redirection/legacy name.
|
||||||
|
- Backends:
|
||||||
|
- Vulkan: optional `ImGui_ImplVulkanH_DestroyWindow()` helper used by our example
|
||||||
|
code does not call `vkDestroySurfaceKHR()`: because surface is created by caller
|
||||||
|
of `ImGui_ImplVulkanH_CreateOrResizeWindow()`, it is more consistent. (#9163)
|
||||||
|
|
||||||
|
Other Changes:
|
||||||
|
|
||||||
|
- Fonts:
|
||||||
|
- Added `AddFontDefaultVector()`: a new embedded monospace scalable font: ProggyForever!
|
||||||
|
From https://github.com/ocornut/proggyforever:
|
||||||
|
"ProggyForever is an MIT-licensed partial reimplementation of the ProggyVector
|
||||||
|
font (originally by Tristan Grimmer), which itself is a vector-based
|
||||||
|
reinterpretation of the ProggyClean bitmap font that happily served as
|
||||||
|
Dear ImGui default font for over 10 years." [...]
|
||||||
|
"I commissioned Thiebault Courot to recreate this, applied various minor tweaks
|
||||||
|
and fixes, and reworked his editing pipeline toward shipping FontForge source
|
||||||
|
files so we can allow and track future changes."
|
||||||
|
- TL;DR; there was no strictly MIT-licensed matching font. We made it!
|
||||||
|
- The font data was carefully subsetted, trimmed and compressed so the embedded
|
||||||
|
data is ~14 KB. Embedding a scalable default font ensures that Dear ImGui can
|
||||||
|
be easily and readily used in all contexts, even without file system access.
|
||||||
|
- Expect minor fixes/improvements in following releases.
|
||||||
|
- As always you can opt-out of the embedded font data if desired.
|
||||||
|
- `AddFontDefault()` now automatically selects an embedded font between
|
||||||
|
the classic pixel-looking one and the new scalable one.
|
||||||
|
Prefer calling `AddFontDefaultVector()` or `AddFontDefaultBitmap()` explicitly.
|
||||||
|
- Fixed a crash when trying to use `AddFont()` with `MergeMode==true` on a font that
|
||||||
|
has already been rendered. (#9162) [@ocornut, @cyfewlp]
|
||||||
|
- Fixed an issue where using `PushFont()` from the implicit/fallback "Debug" window
|
||||||
|
when its recorded state is collapsed would incorrectly early out. This would break
|
||||||
|
e.g. using direct draw-list calls such as `GetForegroundDrawList()` with current font.
|
||||||
|
(#9210, #8865)
|
||||||
|
- Fixed an issue related to `EllipsisChar` handling, while changing
|
||||||
|
font loader or font loader flags dynamically in Style->Fonts menus.
|
||||||
|
- imgui_freetype: fixed overwriting `ImFontConfig::PixelSnapH` when hinting
|
||||||
|
is enabled, creating side-effects when later disabling hinting or
|
||||||
|
dynamically switching to stb_truetype rasterizer.
|
||||||
|
- Adding new fonts after removing all fonts mid-frame properly updates current state.
|
||||||
|
- Textures:
|
||||||
|
- Fixed a building issue when `ImTextureID` is defined as a struct.
|
||||||
|
- Fixed displaying texture # in Metrics/Debugger window.
|
||||||
|
- Menus:
|
||||||
|
- Fixed `MenuItem()` label position and `BeginMenu()` arrow/icon/popup positions,
|
||||||
|
when used inside a line with a baseline offset.
|
||||||
|
- Made navigation into menu-bar auto wrap on X axis. (#9178)
|
||||||
|
- TreeNode:
|
||||||
|
- Fixed highlight position when used inside a line with a large text baseline offset.
|
||||||
|
(it never quite worked in this situation; but then most of the time the text
|
||||||
|
baseline offset ends up being zero or `FramePadding.y` for a given line).
|
||||||
|
- Tables:
|
||||||
|
- Fixed an issue where a very thin scrolling table would advance parent layout
|
||||||
|
slightly differently depending on its visibility (caused by a mismatch
|
||||||
|
between hard minimum window size and table minimum size).
|
||||||
|
- Fixed an issue where submitting non-integer row heights would eventually
|
||||||
|
advance table parent layout by +0/+1 depending on its visibility.
|
||||||
|
- Fixed losing stored display order when reducing column count or when .ini
|
||||||
|
data has missing or duplicate values. (#9108, #4046)
|
||||||
|
- ColorEdit:
|
||||||
|
- Added R/G/B/A color markers next to each component (enabled by default).
|
||||||
|
- Added `ImGuiColorEditFlags_NoColorMarkers` to disable them.
|
||||||
|
- Added `style.ColorMarkerSize` to configure width of color component markers.
|
||||||
|
- Sliders, Drags:
|
||||||
|
- Added `ImGuiSliderFlags_ColorMarkers` to opt-in adding R/G/B/A color markers
|
||||||
|
next to each components, in multi-components functions.
|
||||||
|
- Added a way to select a specific marker color.
|
||||||
|
- InputText:
|
||||||
|
- InputTextMultiline(): fixed a minor bug where Shift+Wheel would allow a small
|
||||||
|
horizontal scroll offset when there should be none. (#9249)
|
||||||
|
- ImGuiInputTextCallbackData: `SelectAll()` also sets `CursorPos` to `SelectionEnd`.
|
||||||
|
- ImGuiInputTextCallbackData: Added `SetSelection()` helper.
|
||||||
|
- ImGuiInputTextCallbackData: Added `ID` and `EventActivated` members. (#9174)
|
||||||
|
- Text, InputText:
|
||||||
|
- Reworked word-wrapping logic:
|
||||||
|
- Try to not wrap in the middle of contiguous punctuation. (#8139, #8439, #9094)
|
||||||
|
- Try to not wrap between a punctuation and a digit. (#8503)
|
||||||
|
- Inside `InputTextMultiline()` with WordWrap enabled: prefer keeping blanks at
|
||||||
|
the end of a line rather than at the beginning of next line. (#8990, #3237)
|
||||||
|
- Fixed low-level word-wrapping function reading from `*text_end` when passed
|
||||||
|
a string range. (#9107) [@achabense]
|
||||||
|
- Changed `RenderTextEllipsis()` logic to not trim trailing blanks before
|
||||||
|
the ellipsis, making ellipsis position more consistent and not arbitrary
|
||||||
|
hiding the possibility of multiple blanks. (#9229)
|
||||||
|
- Nav:
|
||||||
|
- Fixed remote/shortcut InputText() not teleporting mouse cursor when
|
||||||
|
nav cursor is visible and `io.ConfigNavMoveSetMousePos` is enabled.
|
||||||
|
- Fixed a looping/wrapping issue when used in menu layer. (#9178)
|
||||||
|
- Fixed speed scale for resizing/moving with keyboard/gamepad. We incorrectly
|
||||||
|
used `io.DisplayFramebufferScale` as a scaling factor (very old code),
|
||||||
|
effectively making those actions faster on macOS/iOS retina screens.
|
||||||
|
(changed this to use a style scale factor that's not fully formalized yet)
|
||||||
|
- Fixed an UBSan warning when using in a `ImGuiListClipper` region . (#9160)
|
||||||
|
- Scrollbar: fixed a code-path leading to a divide-by-zero (which would not be
|
||||||
|
noticeable by user but detected by sanitizers). (#9089) [@judicaelclair]
|
||||||
|
- InvisibleButton: allow calling with size (0,0) to fit to available content
|
||||||
|
size. (#9166, #7623)
|
||||||
|
- Tooltips, Disabled: fixed `EndDisabledOverrideReenable()` assertion when
|
||||||
|
nesting a tooltip in a disabled block. (#9180, #7640) [@RegimantasSimkus]
|
||||||
|
- Added `GetItemFlags()` in public API for consistency and to expose generic
|
||||||
|
flags of last submitted item. (#9127)
|
||||||
|
- Misc: fixed build on ARM64/ARM64EC targets trying to use SSE/immintrin.h.
|
||||||
|
(#9209, #5943, #4091) [@navvyswethgraphics]
|
||||||
|
- Log/Capture:
|
||||||
|
- Fixed erroneously injecting extra carriage returns in output text buffer
|
||||||
|
when `ItemSpacing.y` > `FramePadding.y + 1` while emitting items.
|
||||||
|
- Images:
|
||||||
|
- Added `style.ImageRounding`, `ImGuiStyleVar_ImageRounding `to configure
|
||||||
|
rounding of `Image()` widgets. (#2942, #845)
|
||||||
|
- `ImageButton()` doesn't use a clamped `style.FrameRounding` value but instead
|
||||||
|
adjust inner image rounding when `FramePadding > `FrameRounding`. (#2942, #845)
|
||||||
|
- Shortcuts:
|
||||||
|
- IsItemHovered() without `ImGuiHoveredFlags_AllowWhenBlockedByActiveItem`
|
||||||
|
doesn't filter out the signal when activated item is a shortcut remote activation;
|
||||||
|
(which mimics what's done internally in the `ItemHoverable()` function). (#9138)
|
||||||
|
- Fixed tooltip placement being affected for a frame when located over an item
|
||||||
|
activated by `SetNextItemShortcut()`. (#9138)
|
||||||
|
- Error Handling:
|
||||||
|
- Improved error handling and recovery for `EndMenu()`/`EndCombo()`. (#1651, #9165, #8499)
|
||||||
|
- Improved error handling and recovery for `TableSetupColumn()`.
|
||||||
|
- Debug Tools:
|
||||||
|
- Debug Log: fixed incorrectly printing characters in IO log when submitting
|
||||||
|
non-ASCII values to `io.AddInputCharacter()`. (#9099)
|
||||||
|
- Debug Log: can output to debugger on Windows via Win32 `OutputDebugString()` (#5855)
|
||||||
|
- Demo:
|
||||||
|
- Slightly improve `Selectable()` demos. (#9193)
|
||||||
|
- Backends:
|
||||||
|
- DirectX10: added `SamplerNearest` in `ImGui_ImplDX10_RenderState`.
|
||||||
|
(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
|
||||||
|
- DirectX11: added `SamplerNearest` in ImGui_ImplDX11_RenderState.
|
||||||
|
(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
|
||||||
|
- GLFW: Avoid repeated `glfwSetCursor()` / `glfwSetInputMode()` unnecessary calls.
|
||||||
|
Lowers overhead for very high framerates (e.g. 10k+ FPS). [@maxliani]
|
||||||
|
- GLFW: Added `IMGUI_IMPL_GLFW_DISABLE_X11` / `IMGUI_IMPL_GLFW_DISABLE_WAYLAND` to
|
||||||
|
forcefully disable either. (#9109, #9116)
|
||||||
|
Try to set them automatically if headers are not accessible. (#9225)
|
||||||
|
- OpenGL3: Fixed embedded loader multiple init/shutdown cycles broken on some
|
||||||
|
platforms. (#8792, #9112)
|
||||||
|
- SDL2, SDL3: changed `GetClipboardText()` handler to return NULL on error aka
|
||||||
|
clipboard contents is not text. Consistent with other backends. (#9168)
|
||||||
|
- SDL2, SDL3: systems other than X11 are back to starting mouse capture on mouse down
|
||||||
|
(reverts 1.91.9 change). Only X11 requires waiting for a drag by default (not ideal,
|
||||||
|
but a better default for X11 users). Waiting for a drag to start mouse capture leads to
|
||||||
|
input drops when dragging after clicking on the edge of a window.
|
||||||
|
(#3650, #6410, #9235, #3956, #3835)
|
||||||
|
- SDL2, SDL3: added `ImGui_ImplSDL2_SetMouseCaptureMode()`/`ImGui_ImplSDL3_SetMouseCaptureMode()`
|
||||||
|
function for X11 users to disable mouse capturing/grabbing. (#3650, #6410, #9235, #3956, #3835)
|
||||||
|
- When attached to a debugger may want to call:
|
||||||
|
- `ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode_Disabled);`
|
||||||
|
- But you can also configure your system or debugger to automatically release
|
||||||
|
mouse grab when crashing/breaking in debugger, e.g.
|
||||||
|
- console: `setxkbmap -option grab:break_actions && xdotool key XF86Ungrab`
|
||||||
|
- or use a GDB script to call `SDL_CaptureMouse(false)`. See #3650.
|
||||||
|
- On platforms other than X11 this is unnecessary.
|
||||||
|
- SDL_GPU3: added `SamplerNearest` in `ImGui_ImplSDLGPU3_RenderState`.
|
||||||
|
- SDL_GPU3: macOS version can use MSL shaders in order to support macOS 10.14+
|
||||||
|
(vs Metallib shaders requiring macOS 14+). Requires application calling
|
||||||
|
`SDL_CreateGPUDevice()` with `SDL_GPU_SHADERFORMAT_MSL`. (#9076) [@Niminem]
|
||||||
|
- Vulkan: helper for creating a swapchain (used by examples and multi-viewports)
|
||||||
|
selects `VkSwapchainCreateInfoKHR`'s `compositeAlpha` value based on
|
||||||
|
`cap.supportedCompositeAlpha`, which seems to be required on some Android
|
||||||
|
devices. (#8784) [@FelixStach]
|
||||||
|
- WebGPU: fixes for Emscripten 5.0.0 (note: current examples do not build with 5.0.1).
|
||||||
|
- Win32: handle `WM_IME_CHAR`/`WM_IME_COMPOSITION` to support Unicode inputs on
|
||||||
|
MBCS (non-Unicode) Windows. (#9099, #3653, #5961) [@ulhc, @ocornut, @Othereum]
|
||||||
|
- Win32: minor optimization not submitting gamepad input if packet number has not
|
||||||
|
changed (reworked previous 1.92.4). (#9202, #8556) [@AhmedSamyMousa, @MidTerm-CN]
|
||||||
|
- Examples:
|
||||||
|
- Win32+DirectX12: ignore seemingly incorrect `D3D12_MESSAGE_ID_FENCE_ZERO_WAIT`
|
||||||
|
warning on startups on some setups. (#9084, #9093) [@RT2Code, @LeoGautheron]
|
||||||
|
|
||||||
|
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
VERSION 1.92.5 (Released 2025-11-20)
|
VERSION 1.92.5 (Released 2025-11-20)
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
@@ -141,7 +881,7 @@ Other Changes:
|
|||||||
debug/metrics window is not in the same viewport as the table.
|
debug/metrics window is not in the same viewport as the table.
|
||||||
- Backends:
|
- Backends:
|
||||||
- NULL: added imgui_impl_null platform/renderer backend.
|
- NULL: added imgui_impl_null platform/renderer backend.
|
||||||
This is designed if you need to run e.g. context with no input or no ouput.
|
This is designed if you need to run e.g. context with no input or no output.
|
||||||
- GLFW: fixed building on Linux platforms where Wayland headers
|
- GLFW: fixed building on Linux platforms where Wayland headers
|
||||||
are not available. (#9024, #8969, #8921, #8920) [@jagot]
|
are not available. (#9024, #8969, #8921, #8920) [@jagot]
|
||||||
- GLFW: lower minimum requirement from GLFW 3.1 to GLFW 3.0. Though
|
- GLFW: lower minimum requirement from GLFW 3.1 to GLFW 3.0. Though
|
||||||
@@ -219,6 +959,8 @@ Other Changes:
|
|||||||
using ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument. (#8983)
|
using ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument. (#8983)
|
||||||
- IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers()
|
- IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers()
|
||||||
helpers to null all handlers. (#8945, #2769)
|
helpers to null all handlers. (#8945, #2769)
|
||||||
|
- Tables: changed ImGuiTableFlags_NoBordersInBody behavior to not draw border in
|
||||||
|
body even when resizing. (#8893)
|
||||||
- Inputs:
|
- Inputs:
|
||||||
- Shortcuts: added support for combining ImGuiInputFlags_RouteFocused
|
- Shortcuts: added support for combining ImGuiInputFlags_RouteFocused
|
||||||
(which is the default route) with ImGuiInputFlags_RouteOverActive, allowing
|
(which is the default route) with ImGuiInputFlags_RouteOverActive, allowing
|
||||||
@@ -621,7 +1363,7 @@ Breaking changes:
|
|||||||
which font input is providing which glyph.
|
which font input is providing which glyph.
|
||||||
- Fonts: **IMPORTANT** on Thread Safety:
|
- Fonts: **IMPORTANT** on Thread Safety:
|
||||||
- A few functions such as font->CalcTextSizeA() were by sheer luck (== accidentally)
|
- A few functions such as font->CalcTextSizeA() were by sheer luck (== accidentally)
|
||||||
thread-safe even thou we had never provided that guarantee before. They are
|
thread-safe even though we had never provided that guarantee before. They are
|
||||||
definitively not thread-safe anymore as new glyphs may be loaded.
|
definitively not thread-safe anymore as new glyphs may be loaded.
|
||||||
|
|
||||||
- Textures:
|
- Textures:
|
||||||
@@ -1374,6 +2116,7 @@ Breaking changes:
|
|||||||
- Commented out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before).
|
- Commented out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before).
|
||||||
- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). Use IsKeyDown() instead.
|
- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). Use IsKeyDown() instead.
|
||||||
- io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
|
- io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
|
||||||
|
- GetKeyIndex() is removed (obsoleted March 2022). The indirection is now unnecessary.
|
||||||
- Pre-1.87 backends are not supported:
|
- Pre-1.87 backends are not supported:
|
||||||
- backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
|
- backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
|
||||||
- backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
|
- backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
|
||||||
|
|||||||
@@ -164,6 +164,10 @@ SDL3 + DirectX11 examples, Windows only. <BR>
|
|||||||
SDL3 + Metal example, Mac only. <BR>
|
SDL3 + Metal example, Mac only. <BR>
|
||||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal.mm <BR>
|
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal.mm <BR>
|
||||||
|
|
||||||
|
[example_sdl3_metal4/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_metal/) <BR>
|
||||||
|
SDL3 + Metal4 example, Mac only. <BR>
|
||||||
|
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal4.mm <BR>
|
||||||
|
|
||||||
[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
|
[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
|
||||||
SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
|
SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
|
||||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
|
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
|
||||||
|
|||||||
143
docs/FAQ.md
143
docs/FAQ.md
@@ -25,7 +25,7 @@ or view this file with any Markdown viewer.
|
|||||||
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
|
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
|
||||||
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
|
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
|
||||||
| **Q&A: Usage** |
|
| **Q&A: Usage** |
|
||||||
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>Why is the wrong widget reacting when I click on one?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
|
| **[About the ID Stack system...](#q-about-the-id-stack-system)**<br>**[How can I have multiple widgets with the same label?](#q-how-can-i-have-multiple-widgets-with-the-same-label) (using `##` or `PushID()`)**<br>**[How can I have widgets with an empty label?](#q-how-can-i-have-widgets-with-an-empty-label) (using `##`)**<br>**[How can I animate the label of an existing widget?](#q-how-can-i-change-the-label-of-an-existing-widget) (using `###`)**<br>**[General description of the label and ID Stack system.](#general-description-of-the-label-and-id-stack-system)** |
|
||||||
| [How can I display an image?](#q-how-can-i-display-an-image)<br>[What are ImTextureID/ImTextureRef?](#q-what-are-imtextureidimtextureref)|
|
| [How can I display an image?](#q-how-can-i-display-an-image)<br>[What are ImTextureID/ImTextureRef?](#q-what-are-imtextureidimtextureref)|
|
||||||
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
|
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
|
||||||
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
|
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
|
||||||
@@ -55,6 +55,7 @@ or view this file with any Markdown viewer.
|
|||||||
- Handy [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide to integrate Dear ImGui in an existing application.
|
- Handy [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide to integrate Dear ImGui in an existing application.
|
||||||
- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
|
- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
|
||||||
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
|
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
|
||||||
|
- See pthom's online [imgui_explorer](https://pthom.github.io/imgui_explorer) which is a web version of the demo with a source code browser.
|
||||||
- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
|
- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
|
||||||
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
|
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
|
||||||
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
|
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
|
||||||
@@ -262,15 +263,19 @@ ctx->RSSetScissorRects(1, &r);
|
|||||||
|
|
||||||
# Q&A: Usage
|
# Q&A: Usage
|
||||||
|
|
||||||
### Q: About the ID Stack system...
|
## Q: About the ID Stack system...
|
||||||
### Q: Why is my widget not reacting when I click on it?
|
|
||||||
### Q: Why is the wrong widget reacting when I click on one?
|
|
||||||
### Q: How can I have widgets with an empty label?
|
|
||||||
### Q: How can I have multiple widgets with the same label?
|
|
||||||
### Q: How can I have multiple windows with the same label?
|
|
||||||
|
|
||||||
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!**
|
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!**
|
||||||
<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
|
<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
|
||||||
|
<br>Read the questions in this section for a more general understand of how labels and ID works in Dear ImGui.
|
||||||
|
|
||||||
|
TL;DR;
|
||||||
|
- Widgets labels are also used to compute Widgets unique identifiers.
|
||||||
|
- Unique identifiers are hashes of the label + of the parent scope (e.g. parent window or parent tree node labels).
|
||||||
|
- You can use `PushID()` to append to the identifier without making it visible.
|
||||||
|
- You can use `"##something"` in a label to append to the identifier without making it visible.
|
||||||
|
- You can use `"###something"` in a label to make the identifier ignore the visible part.
|
||||||
|
|
||||||
<table>
|
<table>
|
||||||
<tr>
|
<tr>
|
||||||
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
|
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
|
||||||
@@ -301,16 +306,99 @@ ImGui::End();
|
|||||||
</tr>
|
</tr>
|
||||||
</table>
|
</table>
|
||||||
|
|
||||||
A primer on labels and the ID Stack...
|
### Q: How can I have multiple widgets with the same label?
|
||||||
|
|
||||||
|
A. When widgets are in a same scope and finite, you can use a `"##something"` suffix which will be part of the identifier but not visible as a label.
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
|
||||||
|
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons
|
||||||
|
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons
|
||||||
|
```
|
||||||
|
|
||||||
|
B. More generally, e.g. in loops, you can use `PushID()/PopID()` to push a prefix which will be part of the identifier.
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
// Using PushID() with a string
|
||||||
|
for (int i = 0; i < 100; i++)
|
||||||
|
{
|
||||||
|
MyObject* obj = Objects[i];
|
||||||
|
PushID(obj->Name);
|
||||||
|
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
|
||||||
|
PopID();
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
// Using PushID() with an index
|
||||||
|
for (int i = 0; i < 100; i++)
|
||||||
|
{
|
||||||
|
PushID(i);
|
||||||
|
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
|
||||||
|
PopID();
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Q: How can I have widgets with an empty label?
|
||||||
|
|
||||||
|
If you want to completely hide the label, but still need an ID:
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
|
||||||
|
```
|
||||||
|
##### [Return to Index](#index)
|
||||||
|
|
||||||
|
### Q: How can I make a label dynamic?
|
||||||
|
|
||||||
|
Dear ImGui is very dynamic so you can submit different widgets every frame.
|
||||||
|
However, in order to preserve widget state (eg. which tree node is open; which button is focused) the library internaly refers to their unique ID.
|
||||||
|
|
||||||
|
Occasionally you might want to change a label while preserving a constant ID. This allows you to change/animate labels while persisting associated state.
|
||||||
|
For example, you may want to include varying information in a window title bar or button label.
|
||||||
|
|
||||||
|
Using "###" exclude the preceeding part from ID computation:
|
||||||
|
```cpp
|
||||||
|
Button("Hello###ID"); // Label = "Enable", ID = hash of (..., "ID")
|
||||||
|
Button("World###ID"); // Label = "Disable", ID = hash of (..., "ID") // Same ID, different label
|
||||||
|
```
|
||||||
|
Using a same ID ensure that associated related e.g. weither the widget is focused, won't be lost when the label changes.
|
||||||
|
|
||||||
|
<table>
|
||||||
|
<tr>
|
||||||
|
<td><img src="https://github.com/user-attachments/assets/2bf18756-e122-498d-bbd4-5c44bb1018d5"></td>
|
||||||
|
<td>
|
||||||
|
<pre lang="cpp">
|
||||||
|
// Window label has animating FPS counter
|
||||||
|
// Window ID stays the same = hash of "MyGame"
|
||||||
|
char buf[128];
|
||||||
|
sprintf(buf, "My game (%.1f FPS)###MyGame", io.Framerate);
|
||||||
|
ImGui::Begin(buf);
|
||||||
|
|
||||||
|
// Label changes between "Enable" and "Disable"
|
||||||
|
// ID stays the same = hash of ("MyGame", "MyButton")
|
||||||
|
if (ImGui::Button(enabled ? "Disable###MyButton" : "Enable###MyButton", { -FLT_MIN, 0.0f }))
|
||||||
|
enabled = !enabled;
|
||||||
|
|
||||||
|
ImGui::End();
|
||||||
|
</pre>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</table>
|
||||||
|
|
||||||
|
(Hint: I'd suggest wrapping sprintf in something more compact to use, e.g. [ocornut/Str](https://github.com/ocornut/Str) for what I personally use).
|
||||||
|
|
||||||
|
##### [Return to Index](#index)
|
||||||
|
|
||||||
|
### General description of the label and ID Stack system
|
||||||
|
|
||||||
Dear ImGui internally needs to uniquely identify UI elements.
|
Dear ImGui internally needs to uniquely identify UI elements.
|
||||||
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
|
Elements that are typically not clickable (such as calls to Text() functions) don't need an ID.
|
||||||
Interactive widgets (such as calls to Button buttons) need a unique ID.
|
Interactive widgets (such as calls to Button() functions) need a unique ID.
|
||||||
|
|
||||||
**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR>
|
**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR>
|
||||||
Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
|
Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
|
||||||
|
|
||||||
Since Dear ImGui 1.85, you can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
|
You can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
@@ -364,20 +452,7 @@ Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo
|
|||||||
Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window
|
Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window
|
||||||
End();
|
End();
|
||||||
```
|
```
|
||||||
- If you want to completely hide the label, but still need an ID:
|
|
||||||
```cpp
|
|
||||||
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
|
|
||||||
```
|
|
||||||
- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows
|
|
||||||
you to animate labels. For example, you may want to include varying information in a window title bar,
|
|
||||||
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
|
|
||||||
```cpp
|
|
||||||
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
|
|
||||||
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label
|
|
||||||
|
|
||||||
sprintf(buf, "My game (%f FPS)###MyGame", fps);
|
|
||||||
Begin(buf); // Variable title, ID = hash of "MyGame"
|
|
||||||
```
|
|
||||||
- Solving ID conflict in a more general manner:
|
- Solving ID conflict in a more general manner:
|
||||||
Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
|
Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
|
||||||
within the same window. This is the most convenient way of distinguishing ID when iterating and
|
within the same window. This is the most convenient way of distinguishing ID when iterating and
|
||||||
@@ -658,22 +733,28 @@ Since 1.92 (June 2025) fonts may be dynamically used at any size.
|
|||||||
|
|
||||||
**Scaling fonts**
|
**Scaling fonts**
|
||||||
|
|
||||||
|
Select default size:
|
||||||
|
```cpp
|
||||||
|
style.FontSizeBase = 20.0f;
|
||||||
|
```
|
||||||
|
Scale all fonts:
|
||||||
|
```cpp
|
||||||
|
style.FontScaleDpi = 2.0f;
|
||||||
|
```
|
||||||
|
|
||||||
To change font size:
|
To change font size:
|
||||||
```cpp
|
```cpp
|
||||||
ImGui::PushFont(NULL, 42.0f);
|
ImGui::PushFont(NULL, 42.0f); // This will be multiplied by style.FontScaleDpi
|
||||||
```
|
```
|
||||||
To change font and font size:
|
To change font and font size:
|
||||||
```cpp
|
```cpp
|
||||||
ImGui::PushFont(new_font, 42.0f);
|
ImGui::PushFont(new_font, 42.0f);
|
||||||
```
|
```
|
||||||
To scale all fonts:
|
|
||||||
```cpp
|
|
||||||
style.FontScaleDpi = 2.0f;
|
|
||||||
```
|
|
||||||
In `docking` branch or with multi-viewports:
|
In `docking` branch or with multi-viewports:
|
||||||
```cpp
|
```cpp
|
||||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
io.ConfigDpiScaleFonts = true; // (Docking branch only) Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
io.ConfigDpiScaleViewports = true; // (Docking branch only) Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||||
```
|
```
|
||||||
|
|
||||||
**Scaling style** (paddings, spacings, thicknesses)
|
**Scaling style** (paddings, spacings, thicknesses)
|
||||||
|
|||||||
@@ -2,10 +2,20 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS
|
|||||||
|
|
||||||
## Dear ImGui: Using Fonts
|
## Dear ImGui: Using Fonts
|
||||||
|
|
||||||
The code in imgui.cpp embeds a copy of [ProggyClean.ttf](http://proggyfonts.net) (by Tristan Grimmer),
|
The code in Dear ImGui embeds a copy of [ProggyClean.ttf](https://github.com/bluescan/proggyfonts) by Tristan Grimmer,
|
||||||
a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
|
a 13 pixels high, pixel-perfect font used by default. ProggyClean does not scale very nicely.
|
||||||
|
|
||||||
You may also load external .TTF/.OTF files.
|
The code in Dear ImGui embeds a partial copy of [ProggyForever.ttf](https://github.com/ocornut/proggyforever) by Disco Hello & Tristan Grimmer,
|
||||||
|
a new font mimicking ProggyClean which does scale nicely.
|
||||||
|
|
||||||
|
We embed fonts in the code so you can use Dear ImGui without any file system access.
|
||||||
|
If you don't use them you can set `IMGUI_DISABLE_DEFAULT_FONT` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file to ship binaries without the fonts and save about ~26 KB.
|
||||||
|
|
||||||
|
Calling io.Fonts->AddFontDefaultVector() loads ProggyForever.
|
||||||
|
Calling io.Fonts->AddFontDefaultBitmap() loads ProggyClean.
|
||||||
|
Calling io.Fonts->AddFontDefault() selects one based on the expected default font size (when `style.FontSizeBase * style.FontScaleMain * style.FontSizeDpi >= 15` we use ProggyForever).
|
||||||
|
|
||||||
|
You may also load external .TTF/.OTF files, see instructions on this page.
|
||||||
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
|
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
|
||||||
|
|
||||||
**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
|
**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
|
||||||
@@ -67,6 +77,17 @@ Some solutions:
|
|||||||
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
|
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
|
||||||
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
|
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
|
||||||
|
|
||||||
|
### (5) Reduce texture resizes/copy on startup
|
||||||
|
|
||||||
|
🆕 Since 1.92, the ImFontAtlas is initially created using a 512x128 texture, then grows as glyphs and fonts are used. Atlas growth leads to alloc+copy, and both the old and new sized textures are present in memory for a short time (typically one frame). If you use known fonts and want to reduce initial growth, you may set `TexMinWidth` and `TexMinHeight` during initializaton.
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
ImFontAtlas* atlas = io.Fonts;
|
||||||
|
atlas->TexMinWidth = 1024;
|
||||||
|
atlas->TexMinHeight = 1024;
|
||||||
|
atlas->AddFont(...);
|
||||||
|
```
|
||||||
|
|
||||||
##### [Return to Index](#index)
|
##### [Return to Index](#index)
|
||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
@@ -89,7 +110,10 @@ See [#8465](https://github.com/ocornut/imgui/issues/8465) for more details.
|
|||||||
|
|
||||||
## How should I handle DPI in my application?
|
## How should I handle DPI in my application?
|
||||||
|
|
||||||
See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
|
Since 1.92, with an updated backend, you can set `style.FontScaleDpi = your_content_scale;` to scale all fonts.
|
||||||
|
<BR>You can call `style.ScaleAllSizes(xxx)` at init time or every frame at the beginning of your main loop to scale sizes/paddings.
|
||||||
|
<BR>Since 1.92, with an updated backend, macOS style pixel/backing style scale is automatically handled.
|
||||||
|
<BR>See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application) for more details.
|
||||||
|
|
||||||
##### [Return to Index](#index)
|
##### [Return to Index](#index)
|
||||||
|
|
||||||
@@ -97,10 +121,22 @@ See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-s
|
|||||||
|
|
||||||
## Fonts Loading Instructions
|
## Fonts Loading Instructions
|
||||||
|
|
||||||
|
**Select base size**
|
||||||
|
```cpp
|
||||||
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
|
style.FontSizeBase = 20.0f;
|
||||||
|
```
|
||||||
|
|
||||||
**Load default font:**
|
**Load default font:**
|
||||||
```cpp
|
```cpp
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
io.Fonts->AddFontDefault();
|
io.Fonts->AddFontDefaultVector(); // Load embedded scalable font.
|
||||||
|
```
|
||||||
|
```cpp
|
||||||
|
io.Fonts->AddFontDefaultBitmap(); // Load embedded bitmap font (legacy).
|
||||||
|
```
|
||||||
|
```cpp
|
||||||
|
io.Fonts->AddFontDefault(); // Load embedded font (legacy: auto-selected between the two above).
|
||||||
```
|
```
|
||||||
|
|
||||||
**Load .TTF/.OTF file with:**
|
**Load .TTF/.OTF file with:**
|
||||||
@@ -145,7 +181,7 @@ ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
|||||||
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.**
|
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.**
|
||||||
```cpp
|
```cpp
|
||||||
// Load a first font
|
// Load a first font
|
||||||
ImFont* font = io.Fonts->AddFontDefault();
|
ImFont* font = io.Fonts->AddFontDefaultVector();
|
||||||
ImFontConfig config;
|
ImFontConfig config;
|
||||||
config.MergeMode = true;
|
config.MergeMode = true;
|
||||||
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 0.0f, &config); // Merge into first font to add e.g. Asian characters
|
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 0.0f, &config); // Merge into first font to add e.g. Asian characters
|
||||||
@@ -202,7 +238,7 @@ if (ImGui::Button(u8"ロード"))
|
|||||||
{
|
{
|
||||||
// do stuff
|
// do stuff
|
||||||
}
|
}
|
||||||
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
ImGui::InputText("string", buf, IM_COUNTOF(buf));
|
||||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||||
```
|
```
|
||||||
|
|
||||||
@@ -228,6 +264,7 @@ ImFontConfig font_cfg;
|
|||||||
font_cfg.FontDataOwnedByAtlas = false;
|
font_cfg.FontDataOwnedByAtlas = false;
|
||||||
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
|
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
|
||||||
```
|
```
|
||||||
|
IMPORTANT: Since 1.92, when using `FontDataOwnedByAtlas = false`, font data needs to available until `atlas->RemoveFont()`, or more typically until a shutdown of the owning context or font atlas. It was not immediately noticeable in 1.92.0 due to a bug in handling `FontDataOwnedByAtlas = false`, which was fixed in 1.92.6.
|
||||||
|
|
||||||
##### [Return to Index](#index)
|
##### [Return to Index](#index)
|
||||||
|
|
||||||
@@ -268,7 +305,7 @@ Example Setup:
|
|||||||
// Merge icons into default tool font
|
// Merge icons into default tool font
|
||||||
#include "IconsFontAwesome.h"
|
#include "IconsFontAwesome.h"
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
io.Fonts->AddFontDefault();
|
io.Fonts->AddFontDefaultVector();
|
||||||
ImFontConfig config;
|
ImFontConfig config;
|
||||||
config.MergeMode = true;
|
config.MergeMode = true;
|
||||||
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
|
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
|
||||||
@@ -425,7 +462,7 @@ As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiF
|
|||||||
#### Pseudo-code:
|
#### Pseudo-code:
|
||||||
```cpp
|
```cpp
|
||||||
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
|
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
|
||||||
ImFont* font = io.Fonts->AddFontDefault();
|
ImFont* font = io.Fonts->AddFontDefaultVector();
|
||||||
int rect_ids[2];
|
int rect_ids[2];
|
||||||
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
|
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
|
||||||
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
|
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
|
||||||
@@ -438,7 +475,7 @@ unsigned char* tex_pixels = nullptr;
|
|||||||
int tex_width, tex_height;
|
int tex_width, tex_height;
|
||||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
||||||
|
|
||||||
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
for (int rect_n = 0; rect_n < IM_COUNTOF(rect_ids); rect_n++)
|
||||||
if (const ImTextureRect* rect = io.Fonts->GetCustomRect(rect_ids[rect_n]))
|
if (const ImTextureRect* rect = io.Fonts->GetCustomRect(rect_ids[rect_n]))
|
||||||
{
|
{
|
||||||
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
|
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
|
||||||
@@ -538,7 +575,20 @@ You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the cont
|
|||||||
|
|
||||||
## Credits/Licenses For Fonts Included In Repository
|
## Credits/Licenses For Fonts Included In Repository
|
||||||
|
|
||||||
Some fonts files are available in the `misc/fonts/` folder:
|
Embedded in source code:
|
||||||
|
|
||||||
|
**ProggyClean.ttf**, by Tristan Grimmer
|
||||||
|
<br>MIT License
|
||||||
|
<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1, PixelSnapH = true)
|
||||||
|
<br>https://github.com/bluescan/proggyfonts
|
||||||
|
|
||||||
|
**ProggyForever.ttf**, by Disco Hello, Tristan Grimmer
|
||||||
|
<BR>MIT License
|
||||||
|
<BR>https://github.com/ocornut/proggyforever
|
||||||
|
|
||||||
|
Extra fonts files are available in the `misc/fonts/` folder.
|
||||||
|
Compared to 2014 when they were first introduced, we now have better font support and we embed ProggyForever.
|
||||||
|
I believe all the files here are unnecessary nowadays. You can find font yourself. They might eventually be removed.
|
||||||
|
|
||||||
**Roboto-Medium.ttf**, by Christian Robetson
|
**Roboto-Medium.ttf**, by Christian Robetson
|
||||||
<br>Apache License 2.0
|
<br>Apache License 2.0
|
||||||
@@ -553,15 +603,10 @@ Some fonts files are available in the `misc/fonts/` folder:
|
|||||||
<br>Apache License 2.0
|
<br>Apache License 2.0
|
||||||
<br>https://www.fontsquirrel.com/fonts/droid-sans
|
<br>https://www.fontsquirrel.com/fonts/droid-sans
|
||||||
|
|
||||||
**ProggyClean.ttf**, by Tristan Grimmer
|
|
||||||
<br>MIT License
|
|
||||||
<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
|
|
||||||
<br>http://www.proggyfonts.net/
|
|
||||||
|
|
||||||
**ProggyTiny.ttf**, by Tristan Grimmer
|
**ProggyTiny.ttf**, by Tristan Grimmer
|
||||||
<br>MIT License
|
<br>MIT License
|
||||||
<br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
|
<br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
|
||||||
<br>http://www.proggyfonts.net/
|
<br>https://github.com/bluescan/proggyfonts
|
||||||
|
|
||||||
**Karla-Regular.ttf**, by Jonathan Pinhorn
|
**Karla-Regular.ttf**, by Jonathan Pinhorn
|
||||||
<br>SIL OPEN FONT LICENSE Version 1.1
|
<br>SIL OPEN FONT LICENSE Version 1.1
|
||||||
@@ -589,12 +634,8 @@ Some fonts files are available in the `misc/fonts/` folder:
|
|||||||
|
|
||||||
<img width="1172" height="715" alt="image" src="https://github.com/user-attachments/assets/c9702534-4877-41c9-ae0d-252933c26ced" />
|
<img width="1172" height="715" alt="image" src="https://github.com/user-attachments/assets/c9702534-4877-41c9-ae0d-252933c26ced" />
|
||||||
|
|
||||||
Pixel Perfect:
|
- Proggy Fonts, by Tristan Grimmer https://github.com/bluescan/proggyfonts
|
||||||
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
|
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font
|
||||||
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
|
|
||||||
|
|
||||||
Regular:
|
|
||||||
- ProggyVector if you want the old school Dear ImGui font to scale: https://github.com/bluescan/proggyfonts
|
|
||||||
- Google Noto Mono Fonts: https://www.google.com/get/noto/
|
- Google Noto Mono Fonts: https://www.google.com/get/noto/
|
||||||
- Typefaces for source code beautification: https://github.com/chrissimpkins/codeface
|
- Typefaces for source code beautification: https://github.com/chrissimpkins/codeface
|
||||||
- Programmation fonts: http://s9w.github.io/font_compare/
|
- Programmation fonts: http://s9w.github.io/font_compare/
|
||||||
|
|||||||
@@ -39,10 +39,12 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
|
|||||||
|
|
||||||
### Usage
|
### Usage
|
||||||
|
|
||||||
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project.
|
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (`imgui*.cpp`, `imgui*.h`). **No specific build process is required**: you can add all files into your existing project.
|
||||||
|
|
||||||
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||||
|
|
||||||
|
C++20 users wishing to use a module may use the [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
|
||||||
|
|
||||||
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
|
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
|
||||||
|
|
||||||
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
|
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
|
||||||
@@ -50,11 +52,11 @@ After Dear ImGui is set up in your application, you can use it from \_anywhere\_
|
|||||||
ImGui::Text("Hello, world %d", 123);
|
ImGui::Text("Hello, world %d", 123);
|
||||||
if (ImGui::Button("Save"))
|
if (ImGui::Button("Save"))
|
||||||
MySaveFunction();
|
MySaveFunction();
|
||||||
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
ImGui::InputText("string", buf, IM_COUNTOF(buf));
|
||||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||||
```
|
```
|
||||||

|
<img width="412" height="236" alt="sample code output (dark)" src="https://github.com/user-attachments/assets/32b838df-6378-498b-84a8-9a79ee6264a7" />
|
||||||

|
<img width="412" height="236" alt="sample code output (light)" src="https://github.com/user-attachments/assets/f075e2b0-98de-4be8-acb4-99ba0c9966cd" />
|
||||||
|
|
||||||
```cpp
|
```cpp
|
||||||
// Create a window called "My First Tool", with a menu bar.
|
// Create a window called "My First Tool", with a menu bar.
|
||||||
@@ -88,7 +90,7 @@ for (int n = 0; n < 50; n++)
|
|||||||
ImGui::EndChild();
|
ImGui::EndChild();
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
```
|
```
|
||||||

|

|
||||||
|
|
||||||
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc.
|
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc.
|
||||||
|
|
||||||
@@ -108,11 +110,23 @@ Reading the changelogs is a good way to keep up to date with the things Dear ImG
|
|||||||
### Demo
|
### Demo
|
||||||
|
|
||||||
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
|
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
|
||||||
- [Web version of the demo](https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html) courtesy of [@pthom](https://github.com/pthom).
|
- [imgui_explorer](https://pthom.github.io/imgui_explorer): Web version of the demo w/ source code browser, courtesy of [@pthom](https://github.com/pthom).
|
||||||
- [Screenshot of the demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png).
|
|
||||||
|
|
||||||
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
||||||
- [imgui-demo-binaries-20250625.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20250625.zip) (Windows, 1.92.0, built 2025/06/25, master) or [older binaries](https://www.dearimgui.com/binaries).
|
- [imgui-demo-binaries-20260225.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20260225.zip) (Windows, 1.92.6, built 2026/02/25, master) or [older binaries](https://www.dearimgui.com/binaries).
|
||||||
|
|
||||||
|
### Gallery
|
||||||
|
|
||||||
|
Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
|
||||||
|
|
||||||
|
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
|
||||||
|
|
||||||
|
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
|
||||||
|
|
||||||
|
| | |
|
||||||
|
|--|--|
|
||||||
|
| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)<BR>[](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)<BR>[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) |
|
||||||
|
| Custom engine (untitled)<BR>[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))<BR>[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) |
|
||||||
|
|
||||||
### Getting Started & Integration
|
### Getting Started & Integration
|
||||||
|
|
||||||
@@ -127,7 +141,7 @@ Integrating Dear ImGui within your custom engine is a matter of mainly 1) wiring
|
|||||||
- Generally, **make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
|
- Generally, **make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
|
||||||
|
|
||||||
Officially maintained backends (in repository):
|
Officially maintained backends (in repository):
|
||||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
|
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal 3/4, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
|
||||||
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
|
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
|
||||||
- Frameworks: Allegro5, Emscripten.
|
- Frameworks: Allegro5, Emscripten.
|
||||||
|
|
||||||
@@ -137,23 +151,12 @@ Officially maintained backends (in repository):
|
|||||||
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or our newer [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
|
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or our newer [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
|
||||||
|
|
||||||
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
|
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
|
||||||
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
|
||||||
|
[](https://github.com/ocornut/imgui/wiki/Useful-Extensions)
|
||||||
|
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot), [ImPlot3d](https://github.com/brenocq/implot3d) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||||
|
|
||||||
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||||
|
|
||||||
### Gallery
|
|
||||||
|
|
||||||
Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
|
|
||||||
|
|
||||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
|
|
||||||
|
|
||||||
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
|
|
||||||
|
|
||||||
| | |
|
|
||||||
|--|--|
|
|
||||||
| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)<BR>[](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)<BR>[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) |
|
|
||||||
| Custom engine (untitled)<BR>[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))<BR>[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) |
|
|
||||||
|
|
||||||
### Support, Frequently Asked Questions (FAQ)
|
### Support, Frequently Asked Questions (FAQ)
|
||||||
|
|
||||||
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
|
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
|
||||||
@@ -207,7 +210,7 @@ Dear ImGui is using software and services provided free of charge for open sourc
|
|||||||
Credits
|
Credits
|
||||||
-------
|
-------
|
||||||
|
|
||||||
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
|
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://youtu.be/w0oxBviRGlU) (PS Vita).
|
||||||
|
|
||||||
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||||
|
|
||||||
@@ -215,7 +218,8 @@ Maintenance/support contracts, sponsoring invoices and other B2B transactions ar
|
|||||||
|
|
||||||
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
|
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
|
||||||
|
|
||||||
Embeds [ProggyClean.ttf](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
|
Embeds [ProggyClean](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
|
||||||
|
<br>Embeds [ProggyForever](https://github.com/ocornut/proggyforever) fonts by Disco Hello, Tristan Grimmer (MIT license).
|
||||||
<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||||
|
|
||||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Special thanks to Alex Evans, Patrick Doane, Marco Koegler for kindly helping. Also thank you to everyone posting feedback, questions and patches on GitHub.
|
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Special thanks to Alex Evans, Patrick Doane, Marco Koegler for kindly helping. Also thank you to everyone posting feedback, questions and patches on GitHub.
|
||||||
|
|||||||
17
docs/SECURITY.md
Normal file
17
docs/SECURITY.md
Normal file
@@ -0,0 +1,17 @@
|
|||||||
|
# Security Policy
|
||||||
|
|
||||||
|
Dear ImGui is primarily designed for developer tools and technical applications running trusted code and trusted data.
|
||||||
|
|
||||||
|
Given that the library was not designed as a hardened security boundary against hostile or intentionally malformed inputs:
|
||||||
|
consider not using it in a context where a crash (through e.g. intentionally malformed inputs) could lead to privilege elevation.
|
||||||
|
E.g. running in a privileged process and interacting with non-privileged clients feeding code or data to Dear ImGui.
|
||||||
|
|
||||||
|
Dear ImGui development efforts are focused on improving developer experience, usability, correctness, and robustness in real-world applications.
|
||||||
|
We will do our best to reduce e.g. crashes caused by common programmer mistakes.
|
||||||
|
|
||||||
|
However, the project does not specifically focus on adversarial fuzzing scenarios, allocation-failure hardening, or highly artificial edge cases that are unlikely to occur in normal usage.
|
||||||
|
|
||||||
|
## Reporting a Vulnerability
|
||||||
|
|
||||||
|
Considering the above policy, most things may be reported in GitHub Issues.
|
||||||
|
If you have a reason to disclose privately, please reach out to the contact address listed in README.
|
||||||
@@ -2,12 +2,14 @@ dear imgui
|
|||||||
ISSUES & TODO LIST
|
ISSUES & TODO LIST
|
||||||
|
|
||||||
Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX
|
Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX
|
||||||
|
|
||||||
THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS.
|
THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS.
|
||||||
|
|
||||||
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
|
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
|
||||||
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
|
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
|
||||||
|
|
||||||
- doc: add a proper documentation system (maybe relying on automation? #435)
|
|
||||||
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
|
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
|
||||||
|
- doc: add a proper documentation system (maybe relying on automation? #435)
|
||||||
- doc/tips: tips of the day: website? applet in imgui_club?
|
- doc/tips: tips of the day: website? applet in imgui_club?
|
||||||
|
|
||||||
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
|
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
|
||||||
@@ -29,9 +31,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
|
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
|
||||||
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal).
|
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal).
|
||||||
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine.
|
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine.
|
||||||
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
|
|
||||||
|
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose various issues (#2424, #1463)
|
||||||
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
|
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
|
||||||
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
|
|
||||||
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
|
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
|
||||||
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
|
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
|
||||||
|
|
||||||
@@ -51,38 +53,32 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
|
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
|
||||||
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
|
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
|
||||||
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
|
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
|
||||||
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
|
|
||||||
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
|
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
|
||||||
- widgets: activate by identifier (trigger button, focus given id)
|
- widgets: activate by identifier (trigger button, focus given id)
|
||||||
- widgets: custom glyph/shapes replacements for stock shapes. (also #6090 #2431 #2235 #6517)
|
- widgets: custom glyph/shapes replacements for stock shapes. (also #6090 #2431 #2235 #6517)
|
||||||
- widgets: coloredit: keep reporting as active when picker is on?
|
- widgets: coloredit: keep reporting as active when picker is on?
|
||||||
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
|
- widgets: group/ScalarN functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
|
||||||
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
|
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
|
||||||
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
|
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
|
||||||
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
||||||
|
|
||||||
|
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
|
||||||
- input text: preserve scrolling when unfocused?
|
- input text: preserve scrolling when unfocused?
|
||||||
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
||||||
- input text: expose CursorPos in char filter event (#816)
|
|
||||||
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
|
|
||||||
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return nullptr if not active (available in internals)
|
|
||||||
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
|
|
||||||
- input text: hover tooltip could show unclamped text
|
- input text: hover tooltip could show unclamped text
|
||||||
- input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
|
- input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
|
||||||
- input text: option to Tab after an Enter validation.
|
- input text: option to Tab after an Enter validation.
|
||||||
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
|
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
|
||||||
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
|
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
|
||||||
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
|
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
|
||||||
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
|
|
||||||
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
|
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
|
||||||
- input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
|
- input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
|
||||||
- input text: global callback system so user can plug in an expression evaluator easily. (#1691)
|
- input text: callback system (global) so user can plug in an expression evaluator easily. (#1691)
|
||||||
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
|
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
|
||||||
- input text: a way to preview completion (e.g. disabled text completing from the cursor)
|
- input text: a way to preview completion (e.g. disabled text completing from the cursor)
|
||||||
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
|
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
|
||||||
- input text: a way for the user to provide syntax coloring.
|
- input text: a way for the user to provide syntax coloring.
|
||||||
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
|
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
|
||||||
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
|
|
||||||
- input text multi-line: support for copy/cut without selection (copy/cut current line?)
|
- input text multi-line: support for copy/cut without selection (copy/cut current line?)
|
||||||
- input text multi-line: line numbers? status bar? (follow up on #200)
|
- input text multi-line: line numbers? status bar? (follow up on #200)
|
||||||
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
|
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
|
||||||
@@ -111,11 +107,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
!- color: the color conversion helpers/types are a mess and needs sorting out.
|
!- color: the color conversion helpers/types are a mess and needs sorting out.
|
||||||
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
|
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
|
||||||
|
|
||||||
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> promote using ImPlot
|
|
||||||
- (plot: deleted all other todo lines on 2023-06-28)
|
|
||||||
|
|
||||||
- clipper: ability to disable the clipping through a simple flag/bool.
|
- clipper: ability to disable the clipping through a simple flag/bool.
|
||||||
- clipper: ability to run without knowing full count in advance.
|
|
||||||
- clipper: horizontal clipping support. (#2580)
|
- clipper: horizontal clipping support. (#2580)
|
||||||
|
|
||||||
- separator: expose flags (#759)
|
- separator: expose flags (#759)
|
||||||
@@ -141,22 +133,19 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- knob: rotating knob widget (#942)
|
- knob: rotating knob widget (#942)
|
||||||
- drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
|
- drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
|
||||||
- drag float: up/down axis
|
- drag float: up/down axis
|
||||||
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
|
|
||||||
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
|
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
|
||||||
|
|
||||||
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
|
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
|
||||||
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
|
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
|
||||||
- listbox: multiple selection (WIP range-select branch)
|
|
||||||
- listbox: unselect option (#1208)
|
- listbox: unselect option (#1208)
|
||||||
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch)
|
|
||||||
- listbox: user may want to initial scroll to focus on the one selected value?
|
- listbox: user may want to initial scroll to focus on the one selected value?
|
||||||
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
|
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
|
||||||
- listbox: scrolling should track modified selection.
|
- listbox: scrolling should track modified selection.
|
||||||
- listbox: future api should allow to enable horizontal scrolling (#2510)
|
- listbox: future api should allow to enable horizontal scrolling (#2510)
|
||||||
|
|
||||||
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
|
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
|
||||||
- modals: make modal title bar blink when trying to click outside the modal
|
- modals: make modal title bar blink when trying to click outside the modal.
|
||||||
- modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups.
|
- modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups. (#402)
|
||||||
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
|
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
|
||||||
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
|
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
|
||||||
- popups: add variant using global identifier similar to Begin/End (#402)
|
- popups: add variant using global identifier similar to Begin/End (#402)
|
||||||
@@ -198,7 +187,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- style: FramePadding could be different for up vs down (#584)
|
- style: FramePadding could be different for up vs down (#584)
|
||||||
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
|
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
|
||||||
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
|
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
|
||||||
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
|
- style: gradients fill (#4722, #1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
|
||||||
- style editor: color child window height expressed in multiple of line height.
|
- style editor: color child window height expressed in multiple of line height.
|
||||||
|
|
||||||
- log: improve logging of ArrowButton, ListBox, TabItem
|
- log: improve logging of ArrowButton, ListBox, TabItem
|
||||||
@@ -214,7 +203,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
|
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
|
||||||
|
|
||||||
- drag and drop: focus drag target window on hold (even without open)
|
- drag and drop: focus drag target window on hold (even without open)
|
||||||
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
|
|
||||||
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
|
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
|
||||||
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
|
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
|
||||||
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
|
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
|
||||||
@@ -247,7 +235,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
|
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
|
||||||
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
|
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
|
||||||
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
|
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
|
||||||
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
|
|
||||||
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
|
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
|
||||||
- font/draw: need to be able to specify wrap start position.
|
- font/draw: need to be able to specify wrap start position.
|
||||||
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
|
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
|
||||||
@@ -273,12 +260,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- nav: NavFlattened: ESC on a flattened child should select something.
|
- nav: NavFlattened: ESC on a flattened child should select something.
|
||||||
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
||||||
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
|
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||||
- nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?)
|
|
||||||
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
|
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
|
||||||
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
||||||
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
|
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
|
||||||
- nav/menus: allow pressing Menu to leave a sub-menu.
|
- nav/menus: allow pressing Menu to leave a sub-menu.
|
||||||
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
|
! nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
|
||||||
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
|
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
|
||||||
- nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do?
|
- nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do?
|
||||||
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
|
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
|
||||||
@@ -297,7 +283,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
|
- misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
|
||||||
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
|
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
|
||||||
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
|
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
|
||||||
- misc: use more size_t in public api?
|
|
||||||
- misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
|
- misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
|
||||||
|
|
||||||
- demo: demonstrate using PushStyleVar() in more details.
|
- demo: demonstrate using PushStyleVar() in more details.
|
||||||
@@ -315,8 +300,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
|
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
|
||||||
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
|
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
|
||||||
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
|
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
|
||||||
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
|
- backends: emscripten: dedicated backend? (#8178, #9120, eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
|
||||||
- backends: emscripten: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
|
|
||||||
|
|
||||||
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)
|
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)
|
||||||
|
|
||||||
|
|||||||
@@ -28,27 +28,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -49,14 +49,16 @@ int main(int, char**)
|
|||||||
ImGui_ImplAllegro5_Init(display);
|
ImGui_ImplAllegro5_Init(display);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -1,6 +1,5 @@
|
|||||||
plugins {
|
plugins {
|
||||||
alias(libs.plugins.android.application)
|
alias(libs.plugins.android.application)
|
||||||
alias(libs.plugins.kotlin.android)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
android {
|
android {
|
||||||
@@ -25,9 +24,6 @@ android {
|
|||||||
sourceCompatibility JavaVersion.VERSION_11
|
sourceCompatibility JavaVersion.VERSION_11
|
||||||
targetCompatibility JavaVersion.VERSION_11
|
targetCompatibility JavaVersion.VERSION_11
|
||||||
}
|
}
|
||||||
kotlinOptions {
|
|
||||||
jvmTarget = '11'
|
|
||||||
}
|
|
||||||
externalNativeBuild {
|
externalNativeBuild {
|
||||||
cmake {
|
cmake {
|
||||||
path file('../../CMakeLists.txt')
|
path file('../../CMakeLists.txt')
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
[versions]
|
[versions]
|
||||||
agp = "8.12.0"
|
agp = "9.2.0"
|
||||||
kotlin = "2.0.21"
|
kotlin = "2.3.21"
|
||||||
|
|
||||||
[plugins]
|
[plugins]
|
||||||
android-application = { id = "com.android.application", version.ref = "agp" }
|
android-application = { id = "com.android.application", version.ref = "agp" }
|
||||||
|
|||||||
@@ -151,42 +151,45 @@ void Init(struct android_app* app)
|
|||||||
ImGui_ImplAndroid_Init(g_App->window);
|
ImGui_ImplAndroid_Init(g_App->window);
|
||||||
ImGui_ImplOpenGL3_Init("#version 300 es");
|
ImGui_ImplOpenGL3_Init("#version 300 es");
|
||||||
|
|
||||||
|
// Setup scaling
|
||||||
|
float main_scale = 2.0f;
|
||||||
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
|
style.FontScaleDpi = main_scale; // Set initial font scale.
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
|
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
|
||||||
|
//style.FontSizeBase = 20.0f;
|
||||||
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
|
|
||||||
// We load the default font with increased size to improve readability on many devices with "high" DPI.
|
|
||||||
// FIXME: Put some effort into DPI awareness.
|
|
||||||
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
|
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
|
||||||
ImFontConfig font_cfg;
|
|
||||||
font_cfg.SizePixels = 22.0f;
|
|
||||||
io.Fonts->AddFontDefault(&font_cfg);
|
|
||||||
//void* font_data;
|
//void* font_data;
|
||||||
//int font_data_size;
|
//int font_data_size;
|
||||||
//ImFont* font;
|
//ImFont* font;
|
||||||
//font_data_size = GetAssetData("segoeui.ttf", &font_data);
|
//font_data_size = GetAssetData("segoeui.ttf", &font_data);
|
||||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||||
//IM_ASSERT(font != nullptr);
|
//IM_ASSERT(font != nullptr);
|
||||||
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
|
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
|
||||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||||
//IM_ASSERT(font != nullptr);
|
//IM_ASSERT(font != nullptr);
|
||||||
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
|
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
|
||||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||||
//IM_ASSERT(font != nullptr);
|
//IM_ASSERT(font != nullptr);
|
||||||
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
|
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
|
||||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
|
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||||
//IM_ASSERT(font != nullptr);
|
//IM_ASSERT(font != nullptr);
|
||||||
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
|
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
|
||||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f);
|
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||||
//IM_ASSERT(font != nullptr);
|
//IM_ASSERT(font != nullptr);
|
||||||
|
|
||||||
// Arbitrary scale-up
|
|
||||||
// FIXME: Put some effort into DPI awareness
|
|
||||||
ImGui::GetStyle().ScaleAllSizes(3.0f);
|
|
||||||
|
|
||||||
g_Initialized = true;
|
g_Initialized = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -69,14 +69,16 @@
|
|||||||
ImGui_ImplMetal_Init(_device);
|
ImGui_ImplMetal_Init(_device);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -57,14 +57,16 @@
|
|||||||
ImGui_ImplOpenGL2_Init();
|
ImGui_ImplOpenGL2_Init();
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
@@ -169,7 +171,7 @@
|
|||||||
-(NSWindow*)window
|
-(NSWindow*)window
|
||||||
{
|
{
|
||||||
if (_window != nil)
|
if (_window != nil)
|
||||||
return (_window);
|
return _window;
|
||||||
|
|
||||||
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 800.0);
|
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 800.0);
|
||||||
|
|
||||||
@@ -179,7 +181,7 @@
|
|||||||
[_window setOpaque:YES];
|
[_window setOpaque:YES];
|
||||||
[_window makeKeyAndOrderFront:NSApp];
|
[_window makeKeyAndOrderFront:NSApp];
|
||||||
|
|
||||||
return (_window);
|
return _window;
|
||||||
}
|
}
|
||||||
|
|
||||||
-(void)setupMenu
|
-(void)setupMenu
|
||||||
|
|||||||
@@ -52,7 +52,7 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
id <MTLDevice> device = MTLCreateSystemDefaultDevice();
|
id <MTLDevice> device = MTLCreateSystemDefaultDevice();
|
||||||
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
|
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
|
||||||
@@ -62,14 +62,16 @@ int main(int, char**)
|
|||||||
ImGui_ImplMetal_Init(device);
|
ImGui_ImplMetal_Init(device);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -21,6 +21,7 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
|
|||||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
|
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
|
||||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||||
UNAME_S := $(shell uname -s)
|
UNAME_S := $(shell uname -s)
|
||||||
|
LINUX_GL_LIBS = -lGL
|
||||||
|
|
||||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||||
CXXFLAGS += -g -Wall -Wformat
|
CXXFLAGS += -g -Wall -Wformat
|
||||||
@@ -32,7 +33,7 @@ LIBS =
|
|||||||
|
|
||||||
ifeq ($(UNAME_S), Linux) #LINUX
|
ifeq ($(UNAME_S), Linux) #LINUX
|
||||||
ECHO_MESSAGE = "Linux"
|
ECHO_MESSAGE = "Linux"
|
||||||
LIBS += -lGL `pkg-config --static --libs glfw3`
|
LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
|
||||||
|
|
||||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||||
CFLAGS = $(CXXFLAGS)
|
CFLAGS = $(CXXFLAGS)
|
||||||
|
|||||||
@@ -28,27 +28,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -61,21 +61,23 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||||
ImGui_ImplOpenGL2_Init();
|
ImGui_ImplOpenGL2_Init();
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -28,27 +28,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -41,29 +41,26 @@ int main(int, char**)
|
|||||||
if (!glfwInit())
|
if (!glfwInit())
|
||||||
return 1;
|
return 1;
|
||||||
|
|
||||||
// Decide GL+GLSL versions
|
// Select GL version + let the backend select a GLSL version
|
||||||
|
const char* glsl_version = nullptr;
|
||||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||||
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
||||||
const char* glsl_version = "#version 100";
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
||||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||||
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
||||||
const char* glsl_version = "#version 300 es";
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
||||||
#elif defined(__APPLE__)
|
#elif defined(__APPLE__)
|
||||||
// GL 3.2 + GLSL 150
|
// GL 3.2 + generally GLSL 150
|
||||||
const char* glsl_version = "#version 150";
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
||||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
|
||||||
#else
|
#else
|
||||||
// GL 3.0 + GLSL 130
|
// GL 3.0 + generally GLSL 130
|
||||||
const char* glsl_version = "#version 130";
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||||
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
||||||
@@ -92,7 +89,7 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||||
@@ -102,15 +99,17 @@ int main(int, char**)
|
|||||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -28,27 +28,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -193,7 +193,8 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
|||||||
{
|
{
|
||||||
VkDescriptorPoolSize pool_sizes[] =
|
VkDescriptorPoolSize pool_sizes[] =
|
||||||
{
|
{
|
||||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
|
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE },
|
||||||
|
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
|
||||||
};
|
};
|
||||||
VkDescriptorPoolCreateInfo pool_info = {};
|
VkDescriptorPoolCreateInfo pool_info = {};
|
||||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||||
@@ -201,7 +202,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
|||||||
pool_info.maxSets = 0;
|
pool_info.maxSets = 0;
|
||||||
for (VkDescriptorPoolSize& pool_size : pool_sizes)
|
for (VkDescriptorPoolSize& pool_size : pool_sizes)
|
||||||
pool_info.maxSets += pool_size.descriptorCount;
|
pool_info.maxSets += pool_size.descriptorCount;
|
||||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
|
||||||
pool_info.pPoolSizes = pool_sizes;
|
pool_info.pPoolSizes = pool_sizes;
|
||||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||||
check_vk_result(err);
|
check_vk_result(err);
|
||||||
@@ -212,11 +213,9 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
|||||||
// Your real engine/app may not use them.
|
// Your real engine/app may not use them.
|
||||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||||
{
|
{
|
||||||
wd->Surface = surface;
|
|
||||||
|
|
||||||
// Check for WSI support
|
// Check for WSI support
|
||||||
VkBool32 res;
|
VkBool32 res;
|
||||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
|
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
|
||||||
if (res != VK_TRUE)
|
if (res != VK_TRUE)
|
||||||
{
|
{
|
||||||
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
||||||
@@ -226,7 +225,8 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
|||||||
// Select Surface Format
|
// Select Surface Format
|
||||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
wd->Surface = surface;
|
||||||
|
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||||
|
|
||||||
// Select Present Mode
|
// Select Present Mode
|
||||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||||
@@ -234,7 +234,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
|||||||
#else
|
#else
|
||||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||||
#endif
|
#endif
|
||||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
|
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
|
||||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||||
|
|
||||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||||
@@ -256,9 +256,10 @@ static void CleanupVulkan()
|
|||||||
vkDestroyInstance(g_Instance, g_Allocator);
|
vkDestroyInstance(g_Instance, g_Allocator);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void CleanupVulkanWindow()
|
static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
|
||||||
{
|
{
|
||||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
|
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
|
||||||
|
vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||||
@@ -397,7 +398,7 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplGlfw_InitForVulkan(window, true);
|
ImGui_ImplGlfw_InitForVulkan(window, true);
|
||||||
@@ -420,14 +421,16 @@ int main(int, char**)
|
|||||||
ImGui_ImplVulkan_Init(&init_info);
|
ImGui_ImplVulkan_Init(&init_info);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
@@ -530,7 +533,7 @@ int main(int, char**)
|
|||||||
ImGui_ImplGlfw_Shutdown();
|
ImGui_ImplGlfw_Shutdown();
|
||||||
ImGui::DestroyContext();
|
ImGui::DestroyContext();
|
||||||
|
|
||||||
CleanupVulkanWindow();
|
CleanupVulkanWindow(&g_MainWindowData);
|
||||||
CleanupVulkan();
|
CleanupVulkan();
|
||||||
|
|
||||||
glfwDestroyWindow(window);
|
glfwDestroyWindow(window);
|
||||||
|
|||||||
@@ -1,19 +1,24 @@
|
|||||||
# Building for desktop (WebGPU-native) with Dawn:
|
# Building for desktop with Dawn:
|
||||||
# 1. git clone https://github.com/google/dawn dawn
|
# 1. git clone https://github.com/google/dawn dawn
|
||||||
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
|
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
|
||||||
# 3. cmake --build build
|
# 3. cmake --build build
|
||||||
# The resulting binary will be found at one of the following locations:
|
# The resulting binary will be found at one of the following locations:
|
||||||
# * build/Debug/example_glfw_wgpu[.exe]
|
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
|
||||||
# * build/example_glfw_wgpu[.exe]
|
|
||||||
|
|
||||||
# Building for desktop (WGPU-Native) with WGPU-Native:
|
# Building for desktop with WGPU-Native:
|
||||||
# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
|
# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
|
||||||
# 2. unzip the downloaded file in your_preferred_folder
|
# 2. unzip the downloaded file in your_preferred_folder
|
||||||
# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
|
# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
|
||||||
# 4. cmake --build build
|
# 4. cmake --build build
|
||||||
# The resulting binary will be found at one of the following locations:
|
# The resulting binary will be found at one of the following locations:
|
||||||
# * build/Debug/example_glfw_wgpu[.exe]
|
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
|
||||||
# * build/example_glfw_wgpu[.exe]
|
|
||||||
|
# Building for desktop with WGVK (MUCH EASIER)
|
||||||
|
# 1. git clone https://github.com/manuel5975p/WGVK wgvk
|
||||||
|
# 2. cmake -B build -DIMGUI_WGVK_DIR=wgvk
|
||||||
|
# 3. cmake --build build
|
||||||
|
# The resulting binary will be found at one of the following locations:
|
||||||
|
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
|
||||||
|
|
||||||
# Building for Emscripten:
|
# Building for Emscripten:
|
||||||
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
|
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
|
||||||
@@ -32,7 +37,7 @@ if(NOT CMAKE_BUILD_TYPE)
|
|||||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
set(CMAKE_CXX_STANDARD 20) # Dawn requires C++20
|
||||||
|
|
||||||
# Dear ImGui
|
# Dear ImGui
|
||||||
set(IMGUI_DIR ../../)
|
set(IMGUI_DIR ../../)
|
||||||
@@ -52,35 +57,28 @@ set(IMGUI_EXAMPLE_SOURCE_FILES
|
|||||||
)
|
)
|
||||||
|
|
||||||
if(EMSCRIPTEN)
|
if(EMSCRIPTEN)
|
||||||
if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version
|
|
||||||
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
|
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
|
||||||
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10")
|
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Default to --use-port=emdawnwebgpu. You can override to provide your own local port.")
|
||||||
else()
|
else()
|
||||||
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation")
|
|
||||||
endif()
|
|
||||||
else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version
|
|
||||||
if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
|
|
||||||
# it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8)
|
|
||||||
message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
|
message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
|
||||||
endif()
|
endif()
|
||||||
endif()
|
|
||||||
|
|
||||||
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57")
|
if(NOT IMGUI_EMSCRIPTEN_GLFW3)
|
||||||
|
# Defaults to contrib.glfw3 because Emscripten version is > 3.1.57
|
||||||
set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
|
set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
|
||||||
else() # cannot use contrib.glfw3 prior to 3.1.57
|
|
||||||
set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE)
|
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
set(LIBRARIES glfw)
|
set(LIBRARIES glfw)
|
||||||
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
||||||
else() # Native/Desktop build
|
else() # Native/Desktop build
|
||||||
# Check DAWN/WGPU directory
|
|
||||||
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
|
|
||||||
message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
|
# Check DAWN/WGPU/WGVK directory
|
||||||
message(FATAL_ERROR "Please specify only one between Dawn / WGPU base directory")
|
# If it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR or IMGUI_WGVK_DIR must be specified
|
||||||
|
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR AND NOT IMGUI_WGVK_DIR)
|
||||||
|
message(FATAL_ERROR "Please specify one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
|
||||||
|
endif()
|
||||||
|
if((IMGUI_DAWN_DIR AND (IMGUI_WGPU_DIR OR IMGUI_WGVK_DIR)) OR (IMGUI_WGPU_DIR AND IMGUI_WGVK_DIR))
|
||||||
|
message(FATAL_ERROR "Please specify only one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
if(APPLE) # Add SDL2 module to get Surface, with libs and file property for MacOS build
|
if(APPLE) # Add SDL2 module to get Surface, with libs and file property for MacOS build
|
||||||
@@ -90,7 +88,7 @@ else() # Native/Desktop build
|
|||||||
|
|
||||||
find_package(glfw3 REQUIRED)
|
find_package(glfw3 REQUIRED)
|
||||||
|
|
||||||
if(IMGUI_DAWN_DIR) # DAWN-Native build options
|
if(IMGUI_DAWN_DIR)
|
||||||
list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
|
list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
|
||||||
find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
|
find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
|
||||||
if(Dawn_FOUND)
|
if(Dawn_FOUND)
|
||||||
@@ -102,7 +100,7 @@ else() # Native/Desktop build
|
|||||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||||
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
|
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
|
||||||
|
|
||||||
option(DAWN_USE_GLFW OFF) # disable buildin GLFW in DAWN when we use SDL2 / SDL3
|
option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
|
||||||
|
|
||||||
# Dawn builds many things by default - disable things we don't need
|
# Dawn builds many things by default - disable things we don't need
|
||||||
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
||||||
@@ -133,7 +131,9 @@ else() # Native/Desktop build
|
|||||||
|
|
||||||
set(LIBRARIES webgpu_dawn glfw)
|
set(LIBRARIES webgpu_dawn glfw)
|
||||||
endif()
|
endif()
|
||||||
else() # WGPU-Native build options
|
endif()
|
||||||
|
|
||||||
|
if(IMGUI_WGPU_DIR)
|
||||||
set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
|
set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
|
||||||
find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
|
find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
|
||||||
if(WIN32)
|
if(WIN32)
|
||||||
@@ -144,6 +144,31 @@ else() # Native/Desktop build
|
|||||||
|
|
||||||
set(LIBRARIES glfw ${WGPU_LIBRARY} ${OS_LIBRARIES})
|
set(LIBRARIES glfw ${WGPU_LIBRARY} ${OS_LIBRARIES})
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
if(IMGUI_WGVK_DIR)
|
||||||
|
find_package(Vulkan REQUIRED)
|
||||||
|
set(WGVK_PLATFORM_LIBS)
|
||||||
|
set(WGVK_PLATFORM_DEFS)
|
||||||
|
if(WIN32)
|
||||||
|
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
|
||||||
|
elseif(APPLE)
|
||||||
|
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
|
||||||
|
elseif(UNIX)
|
||||||
|
find_package(PkgConfig QUIET)
|
||||||
|
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
|
||||||
|
if(WAYLAND_CLIENT_FOUND)
|
||||||
|
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
|
||||||
|
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
|
||||||
|
endif()
|
||||||
|
find_package(X11 QUIET)
|
||||||
|
if(X11_FOUND)
|
||||||
|
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
|
||||||
|
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
|
||||||
|
endif()
|
||||||
|
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
|
||||||
|
endif()
|
||||||
|
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
|
||||||
|
endif()
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
|
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
|
||||||
@@ -165,7 +190,6 @@ endif()
|
|||||||
# In this example IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU internal define is set according to:
|
# In this example IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU internal define is set according to:
|
||||||
# EMSCRIPTEN: by used FLAG
|
# EMSCRIPTEN: by used FLAG
|
||||||
# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
|
# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
|
||||||
# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined
|
|
||||||
# NATIVE: by used SDK installation directory
|
# NATIVE: by used SDK installation directory
|
||||||
# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
|
# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
|
||||||
# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined
|
# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined
|
||||||
@@ -177,10 +201,21 @@ if(NOT EMSCRIPTEN) # WegGPU-Native settings
|
|||||||
if(NOT Dawn_FOUND)
|
if(NOT Dawn_FOUND)
|
||||||
target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
|
target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
|
||||||
endif()
|
endif()
|
||||||
else()
|
endif()
|
||||||
|
if(IMGUI_WGPU_DIR)
|
||||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
||||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
|
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
|
||||||
endif()
|
endif()
|
||||||
|
if(IMGUI_WGVK_DIR)
|
||||||
|
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
|
||||||
|
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
|
||||||
|
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
|
||||||
|
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
|
||||||
|
if (MSVC)
|
||||||
|
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
|
|
||||||
target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES})
|
target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES})
|
||||||
|
|
||||||
else() # Emscripten settings
|
else() # Emscripten settings
|
||||||
@@ -191,12 +226,8 @@ else() # Emscripten settings
|
|||||||
endif()
|
endif()
|
||||||
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
|
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
|
||||||
|
|
||||||
if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
|
|
||||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
|
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
|
||||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
|
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
|
||||||
else()
|
|
||||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
|
||||||
endif()
|
|
||||||
message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
|
message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
|
||||||
|
|
||||||
target_link_options(${IMGUI_EXECUTABLE} PRIVATE
|
target_link_options(${IMGUI_EXECUTABLE} PRIVATE
|
||||||
|
|||||||
@@ -19,8 +19,8 @@ WEB_DIR = web
|
|||||||
EXE = $(WEB_DIR)/index.html
|
EXE = $(WEB_DIR)/index.html
|
||||||
IMGUI_DIR = ../..
|
IMGUI_DIR = ../..
|
||||||
SOURCES = main.cpp
|
SOURCES = main.cpp
|
||||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
|
||||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
|
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
|
||||||
|
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||||
UNAME_S := $(shell uname -s)
|
UNAME_S := $(shell uname -s)
|
||||||
CPPFLAGS =
|
CPPFLAGS =
|
||||||
@@ -40,11 +40,7 @@ LDFLAGS += -s ASYNCIFY=1
|
|||||||
LDFLAGS += -s NO_EXIT_RUNTIME=0
|
LDFLAGS += -s NO_EXIT_RUNTIME=0
|
||||||
LDFLAGS += -s ASSERTIONS=1
|
LDFLAGS += -s ASSERTIONS=1
|
||||||
|
|
||||||
# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10)
|
# Using Dawn-based WebGPU port (requires Emscripten >= 4.0.10)
|
||||||
#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
|
||||||
#LDFLAGS += -s USE_WEBGPU=1
|
|
||||||
|
|
||||||
# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10)
|
|
||||||
EMS += --use-port=emdawnwebgpu
|
EMS += --use-port=emdawnwebgpu
|
||||||
LDFLAGS += --use-port=emdawnwebgpu
|
LDFLAGS += --use-port=emdawnwebgpu
|
||||||
|
|
||||||
|
|||||||
@@ -60,14 +60,10 @@ For the WASM code produced by Emscripten to work correctly, it will also be nece
|
|||||||
CMake checks the EMSCRIPEN version then:
|
CMake checks the EMSCRIPEN version then:
|
||||||
- if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build
|
- if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build
|
||||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
|
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
|
||||||
- if EMS < 4.0.10 uses `-sUSE_WEBGPU=1` flag to build
|
- if EMS < 4.0.10 the build aborts (`-sUSE_WEBGPU=1` is no longer supported by our examples and our WGPU backend)
|
||||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
|
|
||||||
|
|
||||||
#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10
|
|
||||||
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir`
|
|
||||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
|
|
||||||
|
|
||||||
#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg)
|
#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg)
|
||||||
|
|
||||||
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir`
|
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir`
|
||||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
|
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
|
||||||
- *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:*
|
- *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:*
|
||||||
@@ -89,7 +85,7 @@ Once the procedure for the specific builder is generated, the build command is *
|
|||||||
---
|
---
|
||||||
|
|
||||||
### CMake useful options
|
### CMake useful options
|
||||||
#### Generator types (alternative to **ninja** bulder):
|
#### Generator types (alternative to **ninja** builder):
|
||||||
- `-G Ninja` to build with __ninja__ builder
|
- `-G Ninja` to build with __ninja__ builder
|
||||||
- `-G "Unix Makefiles"` to build with __make__ builder
|
- `-G "Unix Makefiles"` to build with __make__ builder
|
||||||
- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
|
- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
|
||||||
|
|||||||
@@ -19,9 +19,6 @@
|
|||||||
#ifdef __EMSCRIPTEN__
|
#ifdef __EMSCRIPTEN__
|
||||||
#include <emscripten.h>
|
#include <emscripten.h>
|
||||||
#include <emscripten/html5.h>
|
#include <emscripten/html5.h>
|
||||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
||||||
#include <emscripten/html5_webgpu.h>
|
|
||||||
#endif
|
|
||||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@@ -41,7 +38,7 @@ static int wgpu_surface_height = 800;
|
|||||||
|
|
||||||
// Forward declarations
|
// Forward declarations
|
||||||
static bool InitWGPU(GLFWwindow* window);
|
static bool InitWGPU(GLFWwindow* window);
|
||||||
static WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window);
|
WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window);
|
||||||
|
|
||||||
static void glfw_error_callback(int error, const char* description)
|
static void glfw_error_callback(int error, const char* description)
|
||||||
{
|
{
|
||||||
@@ -68,8 +65,8 @@ int main(int, char**)
|
|||||||
|
|
||||||
// Create window
|
// Create window
|
||||||
float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
|
float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
|
||||||
wgpu_surface_width *= main_scale;
|
wgpu_surface_width = (int)(wgpu_surface_width * main_scale);
|
||||||
wgpu_surface_height *= main_scale;
|
wgpu_surface_height = (int)(wgpu_surface_height * main_scale);
|
||||||
GLFWwindow* window = glfwCreateWindow(wgpu_surface_width, wgpu_surface_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
|
GLFWwindow* window = glfwCreateWindow(wgpu_surface_width, wgpu_surface_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
|
||||||
if (window == nullptr)
|
if (window == nullptr)
|
||||||
return 1;
|
return 1;
|
||||||
@@ -98,7 +95,7 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplGlfw_InitForOther(window, true);
|
ImGui_ImplGlfw_InitForOther(window, true);
|
||||||
@@ -113,15 +110,17 @@ int main(int, char**)
|
|||||||
ImGui_ImplWGPU_Init(&init_info);
|
ImGui_ImplWGPU_Init(&init_info);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||||
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
|
||||||
@@ -341,20 +340,10 @@ static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter
|
|||||||
IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
|
IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
|
||||||
return acquired_device.MoveToCHandle();
|
return acquired_device.MoveToCHandle();
|
||||||
}
|
}
|
||||||
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
|
||||||
#ifdef __EMSCRIPTEN__
|
|
||||||
// Adapter and device initialization via JS
|
|
||||||
EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (),
|
|
||||||
{
|
|
||||||
if (!navigator.gpu)
|
|
||||||
throw Error("WebGPU not supported.");
|
|
||||||
const adapter = await navigator.gpu.requestAdapter();
|
|
||||||
const device = await adapter.requestDevice();
|
|
||||||
Module.preinitializedWebGPUDevice = device;
|
|
||||||
} );
|
|
||||||
#else // __EMSCRIPTEN__
|
|
||||||
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
|
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
|
||||||
{
|
{
|
||||||
|
IM_UNUSED(userdata2);
|
||||||
if (status == WGPURequestAdapterStatus_Success)
|
if (status == WGPURequestAdapterStatus_Success)
|
||||||
{
|
{
|
||||||
WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
|
WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
|
||||||
@@ -368,6 +357,7 @@ static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter
|
|||||||
|
|
||||||
static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
|
static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
|
||||||
{
|
{
|
||||||
|
IM_UNUSED(userdata2);
|
||||||
if (status == WGPURequestDeviceStatus_Success)
|
if (status == WGPURequestDeviceStatus_Success)
|
||||||
{
|
{
|
||||||
WGPUDevice* extDevice = (WGPUDevice*)userdata1;
|
WGPUDevice* extDevice = (WGPUDevice*)userdata1;
|
||||||
@@ -383,30 +373,35 @@ static WGPUAdapter RequestAdapter(WGPUInstance& instance)
|
|||||||
{
|
{
|
||||||
WGPURequestAdapterOptions adapter_options = {};
|
WGPURequestAdapterOptions adapter_options = {};
|
||||||
|
|
||||||
WGPUAdapter local_adapter;
|
WGPUAdapter local_adapter = nullptr;
|
||||||
WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
|
WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
|
||||||
|
adapterCallbackInfo.mode = WGPUCallbackMode_WaitAnyOnly;
|
||||||
adapterCallbackInfo.callback = handle_request_adapter;
|
adapterCallbackInfo.callback = handle_request_adapter;
|
||||||
adapterCallbackInfo.userdata1 = &local_adapter;
|
adapterCallbackInfo.userdata1 = &local_adapter;
|
||||||
|
|
||||||
wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
|
WGPUFuture future = wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
|
||||||
|
WGPUFutureWaitInfo waitInfo = { future, false };
|
||||||
|
wgpuInstanceWaitAny(instance, 1, &waitInfo, ~0ull);
|
||||||
IM_ASSERT(local_adapter && "Error on Adapter request");
|
IM_ASSERT(local_adapter && "Error on Adapter request");
|
||||||
return local_adapter;
|
return local_adapter;
|
||||||
}
|
}
|
||||||
|
|
||||||
static WGPUDevice RequestDevice(WGPUAdapter& adapter)
|
static WGPUDevice RequestDevice(WGPUInstance& instance, WGPUAdapter& adapter)
|
||||||
{
|
{
|
||||||
WGPUDevice local_device;
|
WGPUDevice local_device = nullptr;
|
||||||
WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
|
WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
|
||||||
|
deviceCallbackInfo.mode = WGPUCallbackMode_WaitAnyOnly;
|
||||||
deviceCallbackInfo.callback = handle_request_device;
|
deviceCallbackInfo.callback = handle_request_device;
|
||||||
deviceCallbackInfo.userdata1 = &local_device;
|
deviceCallbackInfo.userdata1 = &local_device;
|
||||||
wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
|
WGPUFuture future = wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
|
||||||
|
WGPUFutureWaitInfo waitInfo = { future, false };
|
||||||
|
wgpuInstanceWaitAny(instance, 1, &waitInfo, ~0ull);
|
||||||
IM_ASSERT(local_device && "Error on Device request");
|
IM_ASSERT(local_device && "Error on Device request");
|
||||||
return local_device;
|
return local_device;
|
||||||
}
|
}
|
||||||
#endif // __EMSCRIPTEN__
|
|
||||||
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||||
|
|
||||||
static bool InitWGPU(GLFWwindow* window)
|
bool InitWGPU(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities
|
WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities
|
||||||
|
|
||||||
@@ -446,35 +441,24 @@ static bool InitWGPU(GLFWwindow* window)
|
|||||||
preferred_fmt = surface_capabilities.formats[0];
|
preferred_fmt = surface_capabilities.formats[0];
|
||||||
|
|
||||||
// WGPU backend: Adapter and Device acquisition, Surface creation
|
// WGPU backend: Adapter and Device acquisition, Surface creation
|
||||||
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
|
||||||
wgpu_instance = wgpuCreateInstance(nullptr);
|
WGPUInstanceDescriptor instanceDesc = {};
|
||||||
|
WGPUInstanceFeatureName timedWaitAny = WGPUInstanceFeatureName_TimedWaitAny;
|
||||||
|
instanceDesc.requiredFeatureCount = 1;
|
||||||
|
instanceDesc.requiredFeatures = &timedWaitAny;
|
||||||
|
wgpu_instance = wgpuCreateInstance(&instanceDesc);
|
||||||
|
|
||||||
#ifdef __EMSCRIPTEN__
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||||
getAdapterAndDeviceViaJS();
|
|
||||||
|
|
||||||
wgpu_device = emscripten_webgpu_get_device();
|
|
||||||
IM_ASSERT(wgpu_device != nullptr && "Error creating the Device");
|
|
||||||
|
|
||||||
WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
|
||||||
html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector;
|
|
||||||
html_surface_desc.selector = "#canvas";
|
|
||||||
|
|
||||||
WGPUSurfaceDescriptor surface_desc = {};
|
|
||||||
surface_desc.nextInChain = &html_surface_desc.chain;
|
|
||||||
|
|
||||||
// Create the surface.
|
|
||||||
wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc);
|
|
||||||
preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */);
|
|
||||||
#else // __EMSCRIPTEN__
|
|
||||||
wgpuSetLogCallback(
|
wgpuSetLogCallback(
|
||||||
[](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
|
[](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
|
||||||
);
|
);
|
||||||
wgpuSetLogLevel(WGPULogLevel_Warn);
|
wgpuSetLogLevel(WGPULogLevel_Warn);
|
||||||
|
#endif
|
||||||
|
|
||||||
WGPUAdapter adapter = RequestAdapter(wgpu_instance);
|
WGPUAdapter adapter = RequestAdapter(wgpu_instance);
|
||||||
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
|
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
|
||||||
|
|
||||||
wgpu_device = RequestDevice(adapter);
|
wgpu_device = RequestDevice(wgpu_instance, adapter);
|
||||||
|
|
||||||
// Create the surface.
|
// Create the surface.
|
||||||
wgpu_surface = CreateWGPUSurface(wgpu_instance, window);
|
wgpu_surface = CreateWGPUSurface(wgpu_instance, window);
|
||||||
@@ -485,7 +469,6 @@ static bool InitWGPU(GLFWwindow* window)
|
|||||||
wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities);
|
wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities);
|
||||||
|
|
||||||
preferred_fmt = surface_capabilities.formats[0];
|
preferred_fmt = surface_capabilities.formats[0];
|
||||||
#endif // __EMSCRIPTEN__
|
|
||||||
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||||
|
|
||||||
wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo;
|
wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo;
|
||||||
@@ -570,7 +553,7 @@ WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window)
|
|||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
#error "Unsupported WebGPU native platform!"
|
#error "Unsupported WebGPU native platform!"
|
||||||
#endif
|
|
||||||
return nullptr;
|
return nullptr;
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
#endif // #ifndef __EMSCRIPTEN__
|
#endif // #ifndef __EMSCRIPTEN__
|
||||||
|
|||||||
@@ -28,27 +28,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -78,16 +78,17 @@ int main(int argc, char** argv)
|
|||||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||||
ImGui_ImplGLUT_InstallFuncs();
|
ImGui_ImplGLUT_InstallFuncs();
|
||||||
|
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -21,33 +21,34 @@
|
|||||||
<PropertyGroup Label="Globals">
|
<PropertyGroup Label="Globals">
|
||||||
<ProjectGuid>{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}</ProjectGuid>
|
<ProjectGuid>{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}</ProjectGuid>
|
||||||
<RootNamespace>example_win32_directx11</RootNamespace>
|
<RootNamespace>example_win32_directx11</RootNamespace>
|
||||||
|
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -29,27 +29,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -83,21 +83,23 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplSDL2_InitForD3D(window);
|
ImGui_ImplSDL2_InitForD3D(window);
|
||||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -30,14 +30,16 @@ int main(int, char**)
|
|||||||
//ImGui::StyleColorsLight();
|
//ImGui::StyleColorsLight();
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -28,27 +28,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -72,21 +72,23 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||||
ImGui_ImplOpenGL2_Init();
|
ImGui_ImplOpenGL2_Init();
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -28,27 +28,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -39,31 +39,28 @@ int main(int, char**)
|
|||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Decide GL+GLSL versions
|
// Select GL version + let the backend select a GLSL version
|
||||||
|
const char* glsl_version = nullptr;
|
||||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||||
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
||||||
const char* glsl_version = "#version 100";
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||||
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
||||||
const char* glsl_version = "#version 300 es";
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||||
#elif defined(__APPLE__)
|
#elif defined(__APPLE__)
|
||||||
// GL 3.2 Core + GLSL 150
|
// GL 3.2 Core + generally GLSL 150
|
||||||
const char* glsl_version = "#version 150";
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||||
#else
|
#else
|
||||||
// GL 3.0 + GLSL 130
|
// GL 3.0 + generally GLSL 130
|
||||||
const char* glsl_version = "#version 130";
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||||
@@ -112,22 +109,24 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -29,27 +29,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -74,21 +74,23 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
|
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
|
||||||
ImGui_ImplSDLRenderer2_Init(renderer);
|
ImGui_ImplSDLRenderer2_Init(renderer);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -28,27 +28,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -184,7 +184,8 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
|||||||
{
|
{
|
||||||
VkDescriptorPoolSize pool_sizes[] =
|
VkDescriptorPoolSize pool_sizes[] =
|
||||||
{
|
{
|
||||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
|
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE },
|
||||||
|
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
|
||||||
};
|
};
|
||||||
VkDescriptorPoolCreateInfo pool_info = {};
|
VkDescriptorPoolCreateInfo pool_info = {};
|
||||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||||
@@ -192,7 +193,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
|||||||
pool_info.maxSets = 0;
|
pool_info.maxSets = 0;
|
||||||
for (VkDescriptorPoolSize& pool_size : pool_sizes)
|
for (VkDescriptorPoolSize& pool_size : pool_sizes)
|
||||||
pool_info.maxSets += pool_size.descriptorCount;
|
pool_info.maxSets += pool_size.descriptorCount;
|
||||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
|
||||||
pool_info.pPoolSizes = pool_sizes;
|
pool_info.pPoolSizes = pool_sizes;
|
||||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||||
check_vk_result(err);
|
check_vk_result(err);
|
||||||
@@ -203,11 +204,9 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
|||||||
// Your real engine/app may not use them.
|
// Your real engine/app may not use them.
|
||||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||||
{
|
{
|
||||||
wd->Surface = surface;
|
|
||||||
|
|
||||||
// Check for WSI support
|
// Check for WSI support
|
||||||
VkBool32 res;
|
VkBool32 res;
|
||||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
|
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
|
||||||
if (res != VK_TRUE)
|
if (res != VK_TRUE)
|
||||||
{
|
{
|
||||||
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
||||||
@@ -217,7 +216,8 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
|||||||
// Select Surface Format
|
// Select Surface Format
|
||||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
wd->Surface = surface;
|
||||||
|
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||||
|
|
||||||
// Select Present Mode
|
// Select Present Mode
|
||||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||||
@@ -225,7 +225,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
|||||||
#else
|
#else
|
||||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||||
#endif
|
#endif
|
||||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
|
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
|
||||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||||
|
|
||||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||||
@@ -247,9 +247,10 @@ static void CleanupVulkan()
|
|||||||
vkDestroyInstance(g_Instance, g_Allocator);
|
vkDestroyInstance(g_Instance, g_Allocator);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void CleanupVulkanWindow()
|
static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
|
||||||
{
|
{
|
||||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
|
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
|
||||||
|
vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||||
@@ -385,7 +386,7 @@ int main(int, char**)
|
|||||||
|
|
||||||
// Create Framebuffers
|
// Create Framebuffers
|
||||||
int w, h;
|
int w, h;
|
||||||
SDL_GetWindowSize(window, &w, &h);
|
SDL_GetWindowSizeInPixels(window, &w, &h);
|
||||||
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
||||||
SetupVulkanWindow(wd, surface, w, h);
|
SetupVulkanWindow(wd, surface, w, h);
|
||||||
|
|
||||||
@@ -403,7 +404,7 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplSDL2_InitForVulkan(window);
|
ImGui_ImplSDL2_InitForVulkan(window);
|
||||||
@@ -426,14 +427,16 @@ int main(int, char**)
|
|||||||
ImGui_ImplVulkan_Init(&init_info);
|
ImGui_ImplVulkan_Init(&init_info);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
@@ -472,7 +475,7 @@ int main(int, char**)
|
|||||||
|
|
||||||
// Resize swap chain?
|
// Resize swap chain?
|
||||||
int fb_width, fb_height;
|
int fb_width, fb_height;
|
||||||
SDL_GetWindowSize(window, &fb_width, &fb_height);
|
SDL_GetWindowSizeInPixels(window, &fb_width, &fb_height);
|
||||||
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
||||||
{
|
{
|
||||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||||
@@ -545,7 +548,7 @@ int main(int, char**)
|
|||||||
ImGui_ImplSDL2_Shutdown();
|
ImGui_ImplSDL2_Shutdown();
|
||||||
ImGui::DestroyContext();
|
ImGui::DestroyContext();
|
||||||
|
|
||||||
CleanupVulkanWindow();
|
CleanupVulkanWindow(&g_MainWindowData);
|
||||||
CleanupVulkan();
|
CleanupVulkan();
|
||||||
|
|
||||||
SDL_DestroyWindow(window);
|
SDL_DestroyWindow(window);
|
||||||
|
|||||||
@@ -1,19 +1,24 @@
|
|||||||
# Building for desktop (WebGPU-native) with Dawn:
|
# Building for desktop with Dawn:
|
||||||
# 1. git clone https://github.com/google/dawn dawn
|
# 1. git clone https://github.com/google/dawn dawn
|
||||||
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
|
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
|
||||||
# 3. cmake --build build
|
# 3. cmake --build build
|
||||||
# The resulting binary will be found at one of the following locations:
|
# The resulting binary will be found at one of the following locations:
|
||||||
# * build/Debug/example_sdl2_wgpu[.exe]
|
# * build/example_sdl2_wgpu[.exe] or build/Debug/example_sdl2_wgpu[.exe]
|
||||||
# * build/example_sdl2_wgpu[.exe]
|
|
||||||
|
|
||||||
# Building for desktop (WGPU-Native) with WGPU-Native:
|
# Building for desktop with WGPU-Native:
|
||||||
# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
|
# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
|
||||||
# 2. unzip the downloaded file in your_preferred_folder
|
# 2. unzip the downloaded file in your_preferred_folder
|
||||||
# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
|
# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
|
||||||
# 4. cmake --build build
|
# 4. cmake --build build
|
||||||
# The resulting binary will be found at one of the following locations:
|
# The resulting binary will be found at one of the following locations:
|
||||||
# * build/Debug/example_sdl2_wgpu[.exe]
|
# * build/example_sdl2_wgpu[.exe] or build/Debug/example_sdl2_wgpu[.exe]
|
||||||
# * build/example_sdl2_wgpu[.exe]
|
|
||||||
|
# Building for desktop with WGVK (MUCH EASIER)
|
||||||
|
# 1. git clone https://github.com/manuel5975p/WGVK wgvk
|
||||||
|
# 2. cmake -B build -DIMGUI_WGVK_DIR=wgvk
|
||||||
|
# 3. cmake --build build
|
||||||
|
# The resulting binary will be found at one of the following locations:
|
||||||
|
# * build/example_sdl2_wgpu[.exe] or build/Debug/example_sdl2_wgpu[.exe]
|
||||||
|
|
||||||
# Building for Emscripten:
|
# Building for Emscripten:
|
||||||
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
|
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
|
||||||
@@ -32,7 +37,7 @@ if(NOT CMAKE_BUILD_TYPE)
|
|||||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
set(CMAKE_CXX_STANDARD 10) # Dawn requires C++20
|
||||||
|
|
||||||
# Dear ImGui
|
# Dear ImGui
|
||||||
set(IMGUI_DIR ../../)
|
set(IMGUI_DIR ../../)
|
||||||
@@ -52,27 +57,22 @@ set(IMGUI_EXAMPLE_SOURCE_FILES
|
|||||||
)
|
)
|
||||||
|
|
||||||
if(EMSCRIPTEN)
|
if(EMSCRIPTEN)
|
||||||
if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version
|
|
||||||
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
|
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
|
||||||
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10")
|
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Default to --use-port=emdawnwebgpu. You can override to provide your own local port.")
|
||||||
else()
|
else()
|
||||||
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation")
|
|
||||||
endif()
|
|
||||||
else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version
|
|
||||||
if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
|
|
||||||
# it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8)
|
|
||||||
message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
|
message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
|
||||||
endif()
|
endif()
|
||||||
endif()
|
|
||||||
|
|
||||||
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
||||||
else() # Native/Desktop build
|
else() # Native/Desktop build
|
||||||
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
|
|
||||||
message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
|
# Check DAWN/WGPU/WGVK directory
|
||||||
message(FATAL_ERROR "Please specify only one between Dawn / WGPU base directory")
|
# If it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR or IMGUI_WGVK_DIR must be specified
|
||||||
|
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR AND NOT IMGUI_WGVK_DIR)
|
||||||
|
message(FATAL_ERROR "Please specify one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
|
||||||
|
endif()
|
||||||
|
if((IMGUI_DAWN_DIR AND (IMGUI_WGPU_DIR OR IMGUI_WGVK_DIR)) OR (IMGUI_WGPU_DIR AND IMGUI_WGVK_DIR))
|
||||||
|
message(FATAL_ERROR "Please specify only one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
if(APPLE) # Add SDL2 module to get Surface, with libs and file property for MacOS build
|
if(APPLE) # Add SDL2 module to get Surface, with libs and file property for MacOS build
|
||||||
@@ -82,7 +82,7 @@ else() # Native/Desktop build
|
|||||||
|
|
||||||
find_package(SDL2 REQUIRED) # SDL_MAIN_HANDLED
|
find_package(SDL2 REQUIRED) # SDL_MAIN_HANDLED
|
||||||
|
|
||||||
if(IMGUI_DAWN_DIR) # DAWN-Native build options
|
if(IMGUI_DAWN_DIR)
|
||||||
list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
|
list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
|
||||||
find_package(Threads) # required from Dawn installation
|
find_package(Threads) # required from Dawn installation
|
||||||
find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
|
find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
|
||||||
@@ -92,7 +92,7 @@ else() # Native/Desktop build
|
|||||||
else()
|
else()
|
||||||
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
||||||
|
|
||||||
option(DAWN_USE_GLFW OFF) # disable buildin GLFW in DAWN when we use SDL2 / SDL3
|
option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
|
||||||
|
|
||||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||||
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
|
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
|
||||||
@@ -126,8 +126,9 @@ else() # Native/Desktop build
|
|||||||
|
|
||||||
set(LIBRARIES webgpu_dawn ${OS_LIBRARIES})
|
set(LIBRARIES webgpu_dawn ${OS_LIBRARIES})
|
||||||
endif()
|
endif()
|
||||||
else() # WGPU-Native build options
|
endif()
|
||||||
|
|
||||||
|
if(IMGUI_WGPU_DIR)
|
||||||
set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
|
set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
|
||||||
find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
|
find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
|
||||||
if(WIN32)
|
if(WIN32)
|
||||||
@@ -138,6 +139,32 @@ else() # Native/Desktop build
|
|||||||
|
|
||||||
set(LIBRARIES ${WGPU_LIBRARY} ${OS_LIBRARIES})
|
set(LIBRARIES ${WGPU_LIBRARY} ${OS_LIBRARIES})
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
if(IMGUI_WGVK_DIR)
|
||||||
|
find_package(Vulkan REQUIRED)
|
||||||
|
set(WGVK_PLATFORM_LIBS)
|
||||||
|
set(WGVK_PLATFORM_DEFS)
|
||||||
|
if(WIN32)
|
||||||
|
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
|
||||||
|
elseif(APPLE)
|
||||||
|
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
|
||||||
|
elseif(UNIX)
|
||||||
|
find_package(PkgConfig QUIET)
|
||||||
|
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
|
||||||
|
if(WAYLAND_CLIENT_FOUND)
|
||||||
|
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
|
||||||
|
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
|
||||||
|
endif()
|
||||||
|
find_package(X11 QUIET)
|
||||||
|
if(X11_FOUND)
|
||||||
|
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
|
||||||
|
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
|
||||||
|
endif()
|
||||||
|
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
|
||||||
|
endif()
|
||||||
|
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
|
||||||
|
endif()
|
||||||
|
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
|
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
|
||||||
@@ -160,7 +187,6 @@ endif()
|
|||||||
# IMGUI_IMPL_WEBGPU_BACKEND_DAWN/WGPU internal define is set according to:
|
# IMGUI_IMPL_WEBGPU_BACKEND_DAWN/WGPU internal define is set according to:
|
||||||
# EMSCRIPTEN: by used FLAG
|
# EMSCRIPTEN: by used FLAG
|
||||||
# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled (+EMSCRIPTEN)
|
# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled (+EMSCRIPTEN)
|
||||||
# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled (+EMSCRIPTEN)
|
|
||||||
# NATIVE: by used SDK installation directory
|
# NATIVE: by used SDK installation directory
|
||||||
# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled
|
# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled
|
||||||
# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled
|
# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled
|
||||||
@@ -171,21 +197,27 @@ if(NOT EMSCRIPTEN) # WegGPU-Native settings
|
|||||||
if(NOT Dawn_FOUND)
|
if(NOT Dawn_FOUND)
|
||||||
target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
|
target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
|
||||||
endif()
|
endif()
|
||||||
else()
|
endif()
|
||||||
|
if(IMGUI_WGPU_DIR)
|
||||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
||||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
|
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
|
||||||
endif()
|
endif()
|
||||||
|
if(IMGUI_WGVK_DIR)
|
||||||
|
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
|
||||||
|
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
|
||||||
|
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
|
||||||
|
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
|
||||||
|
if (MSVC)
|
||||||
|
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
|
|
||||||
target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES} ${SDL2_LIBRARIES})
|
target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES} ${SDL2_LIBRARIES})
|
||||||
else() # Emscripten settings
|
else() # Emscripten settings
|
||||||
set(CMAKE_EXECUTABLE_SUFFIX ".html")
|
set(CMAKE_EXECUTABLE_SUFFIX ".html")
|
||||||
|
|
||||||
if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
|
|
||||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
|
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
|
||||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
|
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
|
||||||
else()
|
|
||||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
|
||||||
endif()
|
|
||||||
message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
|
message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
|
||||||
|
|
||||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "-sUSE_SDL=2")
|
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "-sUSE_SDL=2")
|
||||||
|
|||||||
@@ -19,8 +19,8 @@ WEB_DIR = web
|
|||||||
EXE = $(WEB_DIR)/index.html
|
EXE = $(WEB_DIR)/index.html
|
||||||
IMGUI_DIR = ../..
|
IMGUI_DIR = ../..
|
||||||
SOURCES = main.cpp
|
SOURCES = main.cpp
|
||||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
|
||||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
|
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
|
||||||
|
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||||
UNAME_S := $(shell uname -s)
|
UNAME_S := $(shell uname -s)
|
||||||
CPPFLAGS =
|
CPPFLAGS =
|
||||||
@@ -40,11 +40,7 @@ LDFLAGS += -s ASYNCIFY=1
|
|||||||
LDFLAGS += -s NO_EXIT_RUNTIME=0
|
LDFLAGS += -s NO_EXIT_RUNTIME=0
|
||||||
LDFLAGS += -s ASSERTIONS=1
|
LDFLAGS += -s ASSERTIONS=1
|
||||||
|
|
||||||
# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10)
|
# Using Dawn-based WebGPU port (requires Emscripten >= 4.0.10)
|
||||||
#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
|
||||||
#LDFLAGS += -s USE_WEBGPU=1
|
|
||||||
|
|
||||||
# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10)
|
|
||||||
EMS += --use-port=emdawnwebgpu
|
EMS += --use-port=emdawnwebgpu
|
||||||
LDFLAGS += --use-port=emdawnwebgpu
|
LDFLAGS += --use-port=emdawnwebgpu
|
||||||
|
|
||||||
|
|||||||
@@ -60,14 +60,10 @@ For the WASM code produced by Emscripten to work correctly, it will also be nece
|
|||||||
CMake checks the EMSCRIPEN version then:
|
CMake checks the EMSCRIPEN version then:
|
||||||
- if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build
|
- if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build
|
||||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
|
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
|
||||||
- if EMS < 4.0.10 uses `-sUSE_WEBGPU=1` flag to build
|
- if EMS < 4.0.10 the build aborts (`-sUSE_WEBGPU=1` is no longer supported by our examples and our WGPU backend)
|
||||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
|
|
||||||
|
|
||||||
#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10
|
|
||||||
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir`
|
|
||||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
|
|
||||||
|
|
||||||
#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg)
|
#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg)
|
||||||
|
|
||||||
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir`
|
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir`
|
||||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
|
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
|
||||||
- *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:*
|
- *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:*
|
||||||
@@ -89,7 +85,7 @@ Once the procedure for the specific builder is generated, the build command is *
|
|||||||
---
|
---
|
||||||
|
|
||||||
### CMake useful options
|
### CMake useful options
|
||||||
#### Generator types (alternative to **ninja** bulder):
|
#### Generator types (alternative to **ninja** builder):
|
||||||
- `-G Ninja` to build with __ninja__ builder
|
- `-G Ninja` to build with __ninja__ builder
|
||||||
- `-G "Unix Makefiles"` to build with __make__ builder
|
- `-G "Unix Makefiles"` to build with __make__ builder
|
||||||
- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
|
- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
|
||||||
|
|||||||
@@ -18,9 +18,6 @@
|
|||||||
#ifdef __EMSCRIPTEN__
|
#ifdef __EMSCRIPTEN__
|
||||||
#include <emscripten.h>
|
#include <emscripten.h>
|
||||||
#include <emscripten/html5.h>
|
#include <emscripten/html5.h>
|
||||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
||||||
#include <emscripten/html5_webgpu.h>
|
|
||||||
#endif
|
|
||||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@@ -56,7 +53,9 @@ int main(int, char**)
|
|||||||
|
|
||||||
// Create window with graphics context
|
// Create window with graphics context
|
||||||
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
|
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
|
||||||
SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE;
|
wgpu_surface_width = (int)(wgpu_surface_width * main_scale);
|
||||||
|
wgpu_surface_height = (int)(wgpu_surface_height * main_scale);
|
||||||
|
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+WebGPU example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, wgpu_surface_width, wgpu_surface_height, window_flags);
|
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+WebGPU example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, wgpu_surface_width, wgpu_surface_height, window_flags);
|
||||||
if (window == nullptr)
|
if (window == nullptr)
|
||||||
{
|
{
|
||||||
@@ -81,7 +80,7 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplSDL2_InitForOther(window);
|
ImGui_ImplSDL2_InitForOther(window);
|
||||||
@@ -93,15 +92,17 @@ int main(int, char**)
|
|||||||
ImGui_ImplWGPU_Init(&init_info);
|
ImGui_ImplWGPU_Init(&init_info);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||||
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
|
||||||
@@ -144,7 +145,7 @@ int main(int, char**)
|
|||||||
|
|
||||||
// React to changes in screen size
|
// React to changes in screen size
|
||||||
int width, height;
|
int width, height;
|
||||||
SDL_GetWindowSize(window, &width, &height);
|
SDL_GetWindowSizeInPixels(window, &width, &height);
|
||||||
if (width != wgpu_surface_width || height != wgpu_surface_height)
|
if (width != wgpu_surface_width || height != wgpu_surface_height)
|
||||||
ResizeSurface(width, height);
|
ResizeSurface(width, height);
|
||||||
|
|
||||||
@@ -325,20 +326,10 @@ static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter
|
|||||||
IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
|
IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
|
||||||
return acquired_device.MoveToCHandle();
|
return acquired_device.MoveToCHandle();
|
||||||
}
|
}
|
||||||
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
|
||||||
#ifdef __EMSCRIPTEN__
|
|
||||||
// Adapter and device initialization via JS
|
|
||||||
EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (),
|
|
||||||
{
|
|
||||||
if (!navigator.gpu)
|
|
||||||
throw Error("WebGPU not supported.");
|
|
||||||
const adapter = await navigator.gpu.requestAdapter();
|
|
||||||
const device = await adapter.requestDevice();
|
|
||||||
Module.preinitializedWebGPUDevice = device;
|
|
||||||
} );
|
|
||||||
#else // __EMSCRIPTEN__
|
|
||||||
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
|
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
|
||||||
{
|
{
|
||||||
|
IM_UNUSED(userdata2);
|
||||||
if (status == WGPURequestAdapterStatus_Success)
|
if (status == WGPURequestAdapterStatus_Success)
|
||||||
{
|
{
|
||||||
WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
|
WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
|
||||||
@@ -352,6 +343,7 @@ static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter
|
|||||||
|
|
||||||
static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
|
static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
|
||||||
{
|
{
|
||||||
|
IM_UNUSED(userdata2);
|
||||||
if (status == WGPURequestDeviceStatus_Success)
|
if (status == WGPURequestDeviceStatus_Success)
|
||||||
{
|
{
|
||||||
WGPUDevice* extDevice = (WGPUDevice*)userdata1;
|
WGPUDevice* extDevice = (WGPUDevice*)userdata1;
|
||||||
@@ -367,27 +359,32 @@ static WGPUAdapter RequestAdapter(WGPUInstance& instance)
|
|||||||
{
|
{
|
||||||
WGPURequestAdapterOptions adapter_options = {};
|
WGPURequestAdapterOptions adapter_options = {};
|
||||||
|
|
||||||
WGPUAdapter local_adapter;
|
WGPUAdapter local_adapter = nullptr;
|
||||||
WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
|
WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
|
||||||
|
adapterCallbackInfo.mode = WGPUCallbackMode_WaitAnyOnly;
|
||||||
adapterCallbackInfo.callback = handle_request_adapter;
|
adapterCallbackInfo.callback = handle_request_adapter;
|
||||||
adapterCallbackInfo.userdata1 = &local_adapter;
|
adapterCallbackInfo.userdata1 = &local_adapter;
|
||||||
|
|
||||||
wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
|
WGPUFuture future = wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
|
||||||
|
WGPUFutureWaitInfo waitInfo = { future, false };
|
||||||
|
wgpuInstanceWaitAny(instance, 1, &waitInfo, ~0ull);
|
||||||
IM_ASSERT(local_adapter && "Error on Adapter request");
|
IM_ASSERT(local_adapter && "Error on Adapter request");
|
||||||
return local_adapter;
|
return local_adapter;
|
||||||
}
|
}
|
||||||
|
|
||||||
static WGPUDevice RequestDevice(WGPUAdapter& adapter)
|
static WGPUDevice RequestDevice(WGPUInstance& instance, WGPUAdapter& adapter)
|
||||||
{
|
{
|
||||||
WGPUDevice local_device;
|
WGPUDevice local_device = nullptr;
|
||||||
WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
|
WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
|
||||||
|
deviceCallbackInfo.mode = WGPUCallbackMode_WaitAnyOnly;
|
||||||
deviceCallbackInfo.callback = handle_request_device;
|
deviceCallbackInfo.callback = handle_request_device;
|
||||||
deviceCallbackInfo.userdata1 = &local_device;
|
deviceCallbackInfo.userdata1 = &local_device;
|
||||||
wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
|
WGPUFuture future = wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
|
||||||
|
WGPUFutureWaitInfo waitInfo = { future, false };
|
||||||
|
wgpuInstanceWaitAny(instance, 1, &waitInfo, ~0ull);
|
||||||
IM_ASSERT(local_device && "Error on Device request");
|
IM_ASSERT(local_device && "Error on Device request");
|
||||||
return local_device;
|
return local_device;
|
||||||
}
|
}
|
||||||
#endif // __EMSCRIPTEN__
|
|
||||||
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||||
|
|
||||||
static bool InitWGPU(SDL_Window* window)
|
static bool InitWGPU(SDL_Window* window)
|
||||||
@@ -431,35 +428,24 @@ static bool InitWGPU(SDL_Window* window)
|
|||||||
preferred_fmt = surface_capabilities.formats[0];
|
preferred_fmt = surface_capabilities.formats[0];
|
||||||
|
|
||||||
// WGPU backend: Adapter and Device acquisition, Surface creation
|
// WGPU backend: Adapter and Device acquisition, Surface creation
|
||||||
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
|
||||||
wgpu_instance = wgpuCreateInstance(nullptr);
|
WGPUInstanceDescriptor instanceDesc = {};
|
||||||
|
WGPUInstanceFeatureName timedWaitAny = WGPUInstanceFeatureName_TimedWaitAny;
|
||||||
|
instanceDesc.requiredFeatureCount = 1;
|
||||||
|
instanceDesc.requiredFeatures = &timedWaitAny;
|
||||||
|
wgpu_instance = wgpuCreateInstance(&instanceDesc);
|
||||||
|
|
||||||
#ifdef __EMSCRIPTEN__
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||||
getAdapterAndDeviceViaJS();
|
|
||||||
|
|
||||||
wgpu_device = emscripten_webgpu_get_device();
|
|
||||||
assert(wgpu_device != nullptr && "Error creating the Device");
|
|
||||||
|
|
||||||
WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
|
||||||
html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector;
|
|
||||||
html_surface_desc.selector = "#canvas";
|
|
||||||
|
|
||||||
WGPUSurfaceDescriptor surface_desc = {};
|
|
||||||
surface_desc.nextInChain = &html_surface_desc.chain;
|
|
||||||
|
|
||||||
// Create the surface.
|
|
||||||
wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc);
|
|
||||||
preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */);
|
|
||||||
#else // __EMSCRIPTEN__
|
|
||||||
wgpuSetLogCallback(
|
wgpuSetLogCallback(
|
||||||
[](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
|
[](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
|
||||||
);
|
);
|
||||||
wgpuSetLogLevel(WGPULogLevel_Warn);
|
wgpuSetLogLevel(WGPULogLevel_Warn);
|
||||||
|
#endif
|
||||||
|
|
||||||
WGPUAdapter adapter = RequestAdapter(wgpu_instance);
|
WGPUAdapter adapter = RequestAdapter(wgpu_instance);
|
||||||
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
|
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
|
||||||
|
|
||||||
wgpu_device = RequestDevice(adapter);
|
wgpu_device = RequestDevice(wgpu_instance, adapter);
|
||||||
|
|
||||||
// Create the surface.
|
// Create the surface.
|
||||||
wgpu_surface = CreateWGPUSurface(wgpu_instance, window);
|
wgpu_surface = CreateWGPUSurface(wgpu_instance, window);
|
||||||
@@ -470,7 +456,6 @@ static bool InitWGPU(SDL_Window* window)
|
|||||||
wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities);
|
wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities);
|
||||||
|
|
||||||
preferred_fmt = surface_capabilities.formats[0];
|
preferred_fmt = surface_capabilities.formats[0];
|
||||||
#endif // __EMSCRIPTEN__
|
|
||||||
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||||
|
|
||||||
wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo;
|
wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo;
|
||||||
@@ -535,7 +520,7 @@ WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window)
|
|||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
#error "Unsupported WebGPU native platform!"
|
#error "Unsupported WebGPU native platform!"
|
||||||
#endif
|
|
||||||
return nullptr;
|
return nullptr;
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
#endif // #ifndef __EMSCRIPTEN__
|
#endif // #ifndef __EMSCRIPTEN__
|
||||||
|
|||||||
@@ -29,27 +29,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -74,21 +74,23 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplSDL3_InitForD3D(window);
|
ImGui_ImplSDL3_InitForD3D(window);
|
||||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -70,21 +70,23 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplMetal_Init(layer.device);
|
ImGui_ImplMetal_Init(layer.device);
|
||||||
ImGui_ImplSDL3_InitForMetal(window);
|
ImGui_ImplSDL3_InitForMetal(window);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
48
examples/example_sdl3_metal4/Makefile
Normal file
48
examples/example_sdl3_metal4/Makefile
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
#
|
||||||
|
# You will need SDL3 (http://www.libsdl.org):
|
||||||
|
# brew install sdl3
|
||||||
|
#
|
||||||
|
|
||||||
|
#CXX = g++
|
||||||
|
#CXX = clang++
|
||||||
|
|
||||||
|
EXE = example_sdl3_metal4
|
||||||
|
IMGUI_DIR = ../..
|
||||||
|
SOURCES = main.mm
|
||||||
|
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||||
|
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_metal4.mm
|
||||||
|
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||||
|
|
||||||
|
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||||
|
LIBS += `pkg-config --libs sdl3`
|
||||||
|
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||||
|
|
||||||
|
CXXFLAGS += `pkg-config --cflags sdl3`
|
||||||
|
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||||
|
CXXFLAGS += -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||||
|
CXXFLAGS += -Wall -Wformat
|
||||||
|
CFLAGS = $(CXXFLAGS)
|
||||||
|
|
||||||
|
%.o:%.cpp
|
||||||
|
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||||
|
|
||||||
|
%.o:$(IMGUI_DIR)/%.cpp
|
||||||
|
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||||
|
|
||||||
|
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||||
|
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||||
|
|
||||||
|
%.o:%.mm
|
||||||
|
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||||
|
|
||||||
|
%.o:$(IMGUI_DIR)/backends/%.mm
|
||||||
|
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||||
|
|
||||||
|
all: $(EXE)
|
||||||
|
@echo Build complete
|
||||||
|
|
||||||
|
$(EXE): $(OBJS)
|
||||||
|
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||||
|
|
||||||
|
clean:
|
||||||
|
rm -f $(EXE) $(OBJS)
|
||||||
240
examples/example_sdl3_metal4/main.mm
Normal file
240
examples/example_sdl3_metal4/main.mm
Normal file
@@ -0,0 +1,240 @@
|
|||||||
|
// Dear ImGui: standalone example application for SDL3 + Metal 4
|
||||||
|
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||||
|
// (Metal 4 requires Apple Silicon and macOS 26+.)
|
||||||
|
|
||||||
|
// Learn about Dear ImGui:
|
||||||
|
// - FAQ https://dearimgui.com/faq
|
||||||
|
// - Getting Started https://dearimgui.com/getting-started
|
||||||
|
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||||
|
// - Introduction, links and more at the top of imgui.cpp
|
||||||
|
|
||||||
|
#include "imgui.h"
|
||||||
|
#include "imgui_impl_sdl3.h"
|
||||||
|
#include "imgui_impl_metal4.h"
|
||||||
|
#include <stdio.h> // printf, fprintf
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
#import <Metal/Metal.h>
|
||||||
|
#import <QuartzCore/QuartzCore.h>
|
||||||
|
|
||||||
|
#define FRAMES_IN_FLIGHT 3
|
||||||
|
|
||||||
|
// Main code
|
||||||
|
int main(int, char**)
|
||||||
|
{
|
||||||
|
// Setup SDL
|
||||||
|
// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
|
||||||
|
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||||
|
{
|
||||||
|
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create SDL window graphics context
|
||||||
|
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
||||||
|
SDL_WindowFlags window_flags = SDL_WINDOW_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
|
||||||
|
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Metal4 example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
|
||||||
|
if (window == nullptr)
|
||||||
|
{
|
||||||
|
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||||
|
SDL_ShowWindow(window);
|
||||||
|
|
||||||
|
// Create Metal device _before_ creating the view/layer
|
||||||
|
id<MTLDevice> metalDevice = MTLCreateSystemDefaultDevice();
|
||||||
|
if (!metalDevice)
|
||||||
|
{
|
||||||
|
printf("Error: failed to create Metal device.\n");
|
||||||
|
SDL_DestroyWindow(window);
|
||||||
|
SDL_Quit();
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
SDL_MetalView view = SDL_Metal_CreateView(window);
|
||||||
|
CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view);
|
||||||
|
layer.device = metalDevice;
|
||||||
|
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
|
||||||
|
|
||||||
|
id<MTL4CommandQueue> commandQueue = [layer.device newMTL4CommandQueue];
|
||||||
|
id<MTLSharedEvent> sharedEvent = [layer.device newSharedEvent];
|
||||||
|
MTL4RenderPassDescriptor* renderPassDescriptor = [MTL4RenderPassDescriptor new];
|
||||||
|
|
||||||
|
[commandQueue addResidencySet:layer.residencySet];
|
||||||
|
|
||||||
|
id<MTL4CommandBuffer> commandBuffers[FRAMES_IN_FLIGHT];
|
||||||
|
id<MTL4CommandAllocator> commandAllocators[FRAMES_IN_FLIGHT];
|
||||||
|
for (int i = 0; i < FRAMES_IN_FLIGHT; i++)
|
||||||
|
{
|
||||||
|
commandAllocators[i] = [layer.device newCommandAllocator];
|
||||||
|
commandBuffers[i] = [layer.device newCommandBuffer];
|
||||||
|
}
|
||||||
|
uint32_t frameIndex = 0;
|
||||||
|
uint32_t frameInFlight = 0;
|
||||||
|
|
||||||
|
// Setup Dear ImGui context
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
ImGui::CreateContext();
|
||||||
|
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||||
|
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||||
|
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||||
|
|
||||||
|
// Setup Dear ImGui style
|
||||||
|
ImGui::StyleColorsDark();
|
||||||
|
//ImGui::StyleColorsLight();
|
||||||
|
|
||||||
|
// Setup scaling
|
||||||
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
|
// Setup Platform/Renderer backends
|
||||||
|
ImGui_ImplMetal4_Init(layer.device, commandQueue, FRAMES_IN_FLIGHT);
|
||||||
|
ImGui_ImplSDL3_InitForMetal(window);
|
||||||
|
|
||||||
|
// Load Fonts
|
||||||
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
|
//style.FontSizeBase = 20.0f;
|
||||||
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||||
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||||
|
//IM_ASSERT(font != nullptr);
|
||||||
|
|
||||||
|
// Our state
|
||||||
|
bool show_demo_window = true;
|
||||||
|
bool show_another_window = false;
|
||||||
|
float clear_color[4] = { 0.45f, 0.55f, 0.60f, 1.00f };
|
||||||
|
|
||||||
|
// Main loop
|
||||||
|
bool done = false;
|
||||||
|
while (!done)
|
||||||
|
{
|
||||||
|
@autoreleasepool
|
||||||
|
{
|
||||||
|
// Poll and handle events (inputs, window resize, etc.)
|
||||||
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||||
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||||
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||||
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||||
|
// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
|
||||||
|
SDL_Event event;
|
||||||
|
while (SDL_PollEvent(&event))
|
||||||
|
{
|
||||||
|
ImGui_ImplSDL3_ProcessEvent(&event);
|
||||||
|
if (event.type == SDL_EVENT_QUIT)
|
||||||
|
done = true;
|
||||||
|
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
|
||||||
|
done = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
|
||||||
|
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||||
|
{
|
||||||
|
SDL_Delay(10);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
int width, height;
|
||||||
|
SDL_GetWindowSizeInPixels(window, &width, &height);
|
||||||
|
|
||||||
|
layer.drawableSize = CGSizeMake(width, height);
|
||||||
|
id<CAMetalDrawable> drawable = [layer nextDrawable];
|
||||||
|
|
||||||
|
uint64_t waitValue = (frameIndex >= FRAMES_IN_FLIGHT) ? (frameIndex - FRAMES_IN_FLIGHT + 1) : 0;
|
||||||
|
[sharedEvent waitUntilSignaledValue:waitValue timeoutMS:1000];
|
||||||
|
[commandAllocators[frameInFlight] reset];
|
||||||
|
[commandBuffers[frameInFlight] beginCommandBufferWithAllocator:commandAllocators[frameInFlight]];
|
||||||
|
|
||||||
|
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
|
||||||
|
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
||||||
|
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||||||
|
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
|
||||||
|
id <MTL4RenderCommandEncoder> renderEncoder = [commandBuffers[frameInFlight] renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||||
|
[renderEncoder pushDebugGroup:@"ImGui demo"];
|
||||||
|
|
||||||
|
// Start the Dear ImGui frame
|
||||||
|
ImGui_ImplMetal4_NewFrame(renderPassDescriptor, frameInFlight);
|
||||||
|
ImGui_ImplSDL3_NewFrame();
|
||||||
|
ImGui::NewFrame();
|
||||||
|
|
||||||
|
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||||
|
if (show_demo_window)
|
||||||
|
ImGui::ShowDemoWindow(&show_demo_window);
|
||||||
|
|
||||||
|
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||||
|
{
|
||||||
|
static float f = 0.0f;
|
||||||
|
static int counter = 0;
|
||||||
|
|
||||||
|
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||||
|
|
||||||
|
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||||
|
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||||
|
ImGui::Checkbox("Another Window", &show_another_window);
|
||||||
|
|
||||||
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||||
|
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||||
|
|
||||||
|
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||||
|
counter++;
|
||||||
|
ImGui::SameLine();
|
||||||
|
ImGui::Text("counter = %d", counter);
|
||||||
|
|
||||||
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||||
|
ImGui::End();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Show another simple window.
|
||||||
|
if (show_another_window)
|
||||||
|
{
|
||||||
|
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||||
|
ImGui::Text("Hello from another window!");
|
||||||
|
if (ImGui::Button("Close Me"))
|
||||||
|
show_another_window = false;
|
||||||
|
ImGui::End();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rendering
|
||||||
|
ImGui::Render();
|
||||||
|
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||||
|
ImGui_ImplMetal4_RenderDrawData(draw_data, commandBuffers[frameInFlight], renderEncoder);
|
||||||
|
|
||||||
|
[renderEncoder popDebugGroup];
|
||||||
|
[renderEncoder endEncoding];
|
||||||
|
[commandBuffers[frameInFlight] endCommandBuffer];
|
||||||
|
|
||||||
|
id<MTL4CommandBuffer> to_commit[] = { commandBuffers[frameInFlight] };
|
||||||
|
|
||||||
|
[commandQueue waitForDrawable:drawable];
|
||||||
|
[commandQueue commit:to_commit count:1];
|
||||||
|
|
||||||
|
[commandQueue signalEvent:sharedEvent value:frameIndex + 1];
|
||||||
|
[commandQueue signalDrawable:drawable];
|
||||||
|
[drawable present];
|
||||||
|
|
||||||
|
frameIndex++;
|
||||||
|
frameInFlight = (frameInFlight + 1) % FRAMES_IN_FLIGHT;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Cleanup
|
||||||
|
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
|
||||||
|
ImGui_ImplMetal4_Shutdown();
|
||||||
|
ImGui_ImplSDL3_Shutdown();
|
||||||
|
ImGui::DestroyContext();
|
||||||
|
|
||||||
|
SDL_DestroyWindow(window);
|
||||||
|
SDL_Quit();
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
@@ -28,27 +28,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -33,31 +33,28 @@ int main(int, char**)
|
|||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Decide GL+GLSL versions
|
// Select GL version + let the backend select a GLSL version
|
||||||
|
const char* glsl_version = nullptr;
|
||||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||||
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
||||||
const char* glsl_version = "#version 100";
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||||
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
||||||
const char* glsl_version = "#version 300 es";
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||||
#elif defined(__APPLE__)
|
#elif defined(__APPLE__)
|
||||||
// GL 3.2 Core + GLSL 150
|
// GL 3.2 Core + generally GLSL 150
|
||||||
const char* glsl_version = "#version 150";
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||||
#else
|
#else
|
||||||
// GL 3.0 + GLSL 130
|
// GL 3.0 + generally GLSL 130
|
||||||
const char* glsl_version = "#version 130";
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||||
@@ -102,22 +99,24 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
|
ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
|
||||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -28,27 +28,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
@@ -47,7 +47,7 @@ int main(int, char**)
|
|||||||
SDL_ShowWindow(window);
|
SDL_ShowWindow(window);
|
||||||
|
|
||||||
// Create GPU Device
|
// Create GPU Device
|
||||||
SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
|
SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB, true, nullptr);
|
||||||
if (gpu_device == nullptr)
|
if (gpu_device == nullptr)
|
||||||
{
|
{
|
||||||
printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
|
printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
|
||||||
@@ -76,7 +76,7 @@ int main(int, char**)
|
|||||||
// Setup scaling
|
// Setup scaling
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplSDL3_InitForSDLGPU(window);
|
ImGui_ImplSDL3_InitForSDLGPU(window);
|
||||||
@@ -89,14 +89,16 @@ int main(int, char**)
|
|||||||
ImGui_ImplSDLGPU3_Init(&init_info);
|
ImGui_ImplSDLGPU3_Init(&init_info);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||||
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
//style.FontSizeBase = 20.0f;
|
//style.FontSizeBase = 20.0f;
|
||||||
//io.Fonts->AddFontDefault();
|
//io.Fonts->AddFontDefaultVector();
|
||||||
|
//io.Fonts->AddFontDefaultBitmap();
|
||||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||||
|
|||||||
@@ -28,27 +28,27 @@
|
|||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user