Merge branch 'ocornut:master' into cpu
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@@ -258,8 +258,8 @@ void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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MyEngineSetupenderState();
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if (pcmd->UserCallback == platform_io.DrawCallback_ResetRenderState)
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MyEngineSetupSenderState();
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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+83
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@@ -41,8 +41,39 @@ HOW TO UPDATE?
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Breaking Changes:
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- DrawList:
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- Obsoleted `ImDrawCallback_ResetRenderState` in favor of using `ImGui::GetPlatformIO().DrawCallback_ResetRenderState`,
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which is part of our new standard draw callbacks. (#9378)
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Redirecting the earlier value into the later one when set, so both old and new code should work.
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- Backends:
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- Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. (#914)
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This change allows us to facilitate changing samplers, in line with other backends. [@yaz0r, @ocornut]
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- When creating your own descriptor pool (instead of letting backend creates its own):
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- Before: need at least IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER.
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- After: need at least IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE.
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+ IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLER.
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- When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler.
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- Before: ImGui_ImplVulkan_AddTexture(VkSampler, VkImageView, VkImageLayout)
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- After: ImGui_ImplVulkan_AddTexture(VkImageView, VkImageLayout)
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- Kept inline redirection function that ignores the sampler (will obsolete).
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- DirectX10, DirectX11, SDLGPU3, Vulkan: removed samplers from ImGui_ImplXXXX_RenderState.
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Prefer to use backend-agnostic DrawCallback_SetSamplerLinear which works everywhere! (#9378)
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If there is a legit need/request for them or any render state we can always add them back.
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Other Changes:
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- DrawList:
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- Added room in ImGuiPlatformIO for standard backend-agnostic draw callbacks. Those callbacks
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are setup/provided by the backend and available in most of our standard backends.
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They allow backend-agnostic code from e.g. switching to a Nearest/Point sampler without
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messing with custom Renderer-specific callbacks.
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platform_io.DrawCallback_ResetRenderState; // Request to reset the graphics/render state.
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platform_io.DrawCallback_SetSamplerLinear; // Request to set current texture sampling to Linear
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platform_io.DrawCallback_SetSamplerNearest; // Request to set current texture sampling to Nearest/Point
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Note that some backends might not support all callbacks.
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(#9378, #9371, #3590, #8926, #2973, #7485, #7468, #6969, #5118, #7616, #9173, #8322, #7230,
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#5999, #6452, #5156, #7342, #7592, #7511)
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- Made AddCallback() user data default to Null for convenience.
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- InputText:
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- InputTextMultiline: fixed an issue processing deactivation logic when an active
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multi-line edit is clipped due to being out of view.
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@@ -59,6 +90,14 @@ Other Changes:
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- Child windows with only ImGuiChildFlags_AutoResizeY flag keep using the proportional
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default ItemWidth. (#9355)
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- Multi-Select:
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- Fixed an issue using Multi-Select within a Table causing column width measurement to
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be invalid when trailing column contents is not submitted in the last row. (#9341, #8250)
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- Fixed an issue using Multi-Select within a Table with the right-most column visible,
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which could lead to an extra vertical offset in the Header row. (#8250)
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- Box-Select: fixed an issue using ImGuiMultiSelectFlags_BoxSelect1d mode while scrolling.
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Notably, using mouse wheel while holding a box-selection could lead items close to windows
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edges from not being correctly unselected. (#7994, #8250, #7821, #7850, #7970)
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- Box-Select: improved dirty/unclip rectangle logic for ImGuiMultiSelectFlags_BoxSelect2d.
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- Box-Select: fixed an issue using ImGuiMultiSelectFlags_BoxSelect2d mode, where
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items out of view wouldn't be properly selected while scrolling while mouse cursor
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is hovering outside of selection scope. (#7994, #1861, #6518)
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@@ -72,8 +111,20 @@ Other Changes:
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and ImGuiSelectionUserData is technically opaque storage. (#7994, #1861)
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(we will probably bring this back as a minor optimization if we have a way to for
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user to tell us ImGuiSelectionUserData are indices)
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- Box-Select: fixes for using accross nested child windows. (#8364)
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- Box-Select + Clipper: fixed an issue selecting items while scrolling while a clipper
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active. (#7994, #8250, #7821, #7850, #7970)
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- Box-Select + Tables: fixed an issue using box-selection in a tables with
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items straying out of columns boundaries. (#7994, #2221)
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- Box-Select + Tables: fixed an issue when calling `BeginMultiSelect()` in a table
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before layout has been locked (first row or headers row submitted). (#8250)
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- Style:
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- Fixed vertical scrollbar top coordinates when using thick borders on windows
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with no title bar and no menu bar. (#9366)
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- Fonts:
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- imgui_freetype: add FreeType headers & compiled version in 'About Dear ImGui' details.
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- Assert when using MergeMode with an explicit size over a target font with an implicit
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size, as scale factor are likely erroneous. (#9361)
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- Clipper:
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- Improved error reporting when misusing the clipper inside a table (prioritize
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reporting the common clipper error over a table sanity check assert). (#9350)
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@@ -81,9 +132,40 @@ Other Changes:
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a better recoverable error. (#9350)
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- Misc:
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- Minor optimization: reduce redudant label scanning in common widgets.
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- Added missing Test Engine hooks for PlotXXX(), VSliderXXX(), TableHeader().
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- Backends:
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- Metal: avoid redundant vertex buffer bind in SetupRenderState, which leads
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- Added support for new standardized draw callbacks in most backends: (#9378)
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- Allegro5: Reset n/a n/a
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- DX9: Reset SetSamplerLinear SetSamplerNearest
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- DX10: Reset SetSamplerLinear SetSamplerNearest
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- DX11: Reset SetSamplerLinear SetSamplerNearest
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- DX12: Reset SetSamplerLinear SetSamplerNearest
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- Metal: Reset *missing* *missing*
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- OpenGL2: Reset SetSamplerLinear SetSamplerNearest
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- OpenGL3+: Reset SetSamplerLinear SetSamplerNearest
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- SDLGPU3: Reset SetSamplerLinear SetSamplerNearest
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- SDLRenderer2: Reset n/a n/a
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- SDLRenderer3: Reset SetSamplerLinear SetSamplerNearest
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- Vulkan: Reset SetSamplerLinear SetSamplerNearest
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- WebGPU: Reset SetSamplerLinear SetSamplerNearest
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(Vulkan backend by @yaz0r, others by @ocornut)
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- GLFW: added a Win32-specific implementation of `ImGui_ImplGlfw_GetContentScaleXXXX`
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functions for legacy GLFW 3.2. (#9003)
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- Metal: avoid redundant vertex buffer bind in `SetupRenderState()`, which leads
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to validation issue. (#9343) [@Hunam6]
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- Metal: use a dedicated `bufferCacheLock` to avoid crashing when `bufferCache` is
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replaced by a new object while being used for `@synchronize()`. (#9367) [@andygrundman]
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- SDL2: made `ImGui_ImplSDL2_GetContentScaleForWindow()`/`ImGui_ImplSDL2_GetContentScaleForDisplay()`
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helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value
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and this breaks scaling border size. (#9369)
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- WebGPU: always use SPIR-V shader on WGVK, as it cannot be detected at runtime. (#9316, #9246, #9257)
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- Examples:
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- Update VS toolset in all .vcxproj from VS2015 (v140) to VS2017 (v141). The later is the
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first that supports vcpkg. Onward we will likely stop testing building the library with VS2015.
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- GLFW+Vulkan, SDL2+Vulkan, SDL3+Vulkan, Win32+Vulkan: reworked to create a descriptor pool with:
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- IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE.
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- IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLER.
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-----------------------------------------------------------------------
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