Merge branch 'ocornut:master' into cpu

This commit is contained in:
MoonPower
2026-04-24 00:51:13 +02:00
committed by GitHub
62 changed files with 1221 additions and 711 deletions
+10 -4
View File
@@ -9,6 +9,7 @@
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or Issues:
// [ ] 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.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -21,6 +22,7 @@
// 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 by Allegro5). (#9378)
// 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: 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)
{
// Avoid rendering when minimized
@@ -152,6 +157,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// Backup Allegro state that will be modified
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
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)
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplAllegro5_DrawCallback_ResetRenderState)
ImGui_ImplAllegro5_SetupRenderState(draw_data);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -486,11 +491,12 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
ImGui_ImplAllegro5_SetDisplay(display);
#if ALLEGRO_HAS_CLIPBOARD
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
#if ALLEGRO_HAS_CLIPBOARD
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
#endif
platform_io.DrawCallback_ResetRenderState = ImGui_ImplAllegro5_DrawCallback_ResetRenderState;
return true;
}
+1
View File
@@ -9,6 +9,7 @@
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or Issues:
// [ ] 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.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+13 -7
View File
@@ -16,7 +16,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
// 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.
// 2025-06-11: 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).
@@ -153,6 +154,11 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
@@ -177,7 +183,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc = {};
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.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
@@ -191,7 +197,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc = {};
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.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
@@ -260,8 +266,6 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX10_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.SamplerLinear = bd->pTexSamplerLinear;
render_state.SamplerNearest = bd->pTexSamplerNearest;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state;
@@ -279,8 +283,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback != nullptr)
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplDX10_DrawCallback_ResetRenderState)
ImGui_ImplDX10_SetupRenderState(draw_data, device);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -613,6 +616,9 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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
IDXGIDevice* pDXGIDevice = nullptr;
+2 -2
View File
@@ -41,9 +41,9 @@ IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
struct ImGui_ImplDX10_RenderState
{
ID3D10Device* Device;
ID3D10SamplerState* SamplerLinear;
ID3D10SamplerState* SamplerNearest;
ID3D10Buffer* VertexConstantBuffer;
//ID3D10SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear)
//ID3D10SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest)
};
#endif // #ifndef IMGUI_DISABLE
+15 -8
View File
@@ -17,6 +17,7 @@
// CHANGELOG
// (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.
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
@@ -85,6 +86,7 @@ struct ImGui_ImplDX11_Data
ID3D11DepthStencilState* pDepthStencilState;
int VertexBufferSize;
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; }
};
@@ -159,6 +161,11 @@ static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11D
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
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
@@ -183,7 +190,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc = {};
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.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
@@ -196,7 +203,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc = {};
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.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
@@ -274,10 +281,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX11_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.DeviceContext = bd->pd3dDeviceContext;
render_state.SamplerLinear = bd->pTexSamplerLinear;
render_state.SamplerNearest = bd->pTexSamplerNearest;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state;
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -293,8 +298,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback != nullptr)
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplDX11_DrawCallback_ResetRenderState)
ImGui_ImplDX11_SetupRenderState(draw_data, device);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -320,7 +324,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = nullptr;
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
// Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
@@ -629,6 +633,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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
IDXGIDevice* pDXGIDevice = nullptr;
+2 -2
View File
@@ -44,9 +44,9 @@ struct ImGui_ImplDX11_RenderState
{
ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext;
ID3D11SamplerState* SamplerLinear;
ID3D11SamplerState* SamplerNearest;
ID3D11Buffer* VertexConstantBuffer;
//ID3D11SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear)
//ID3D11SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest)
};
#endif // #ifndef IMGUI_DISABLE
+21 -12
View File
@@ -20,6 +20,7 @@
// 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)
// 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: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965)
@@ -91,6 +92,8 @@ struct ImGui_ImplDX12_Texture
struct ImGui_ImplDX12_Data
{
ImGui_ImplDX12_InitInfo InitInfo;
ImGui_ImplDX12_RenderState* RenderState;
IDXGIFactory5* pdxgiFactory;
ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignatureLinear;
@@ -142,19 +145,15 @@ struct VERTEX_CONSTANT_BUFFER_DX12
float mvp[4][4];
};
// FIXME-WIP: Allow user to forward declare those two, for until we come up with a backend agnostic API to do this. (#9173)
void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list);
void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list);
// Functions
void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list)
static void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
command_list->SetPipelineState(bd->pPipelineStateLinear);
command_list->SetGraphicsRootSignature(bd->pRootSignatureLinear);
}
void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list)
static void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
command_list->SetPipelineState(bd->pPipelineStateNearest);
@@ -200,7 +199,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
command_list->IASetVertexBuffers(0, 1, &vbv);
D3D12_INDEX_BUFFER_VIEW ibv = {};
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;
command_list->IASetIndexBuffer(&ibv);
command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
@@ -220,6 +219,11 @@ static inline void SafeRelease(T*& res)
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
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
{
@@ -317,7 +321,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImGui_ImplDX12_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.CommandList = command_list;
platform_io.Renderer_RenderState = &render_state;
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -334,7 +338,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplDX12_DrawCallback_ResetRenderState)
ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -361,7 +365,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
global_idx_offset += draw_list->IdxBuffer.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)
@@ -664,7 +668,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureLinear));
blob->Release();
// Root Signature for ImDrawCallback_SetSamplerNearest
// 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;
@@ -813,7 +817,6 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return false;
}
// Pipeline State for ImDrawCallback_SetSamplerNearest
psoDesc.pRootSignature = bd->pRootSignatureNearest;
result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateNearest));
@@ -927,6 +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_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
if (init_info->SrvDescriptorAllocFn == nullptr)
ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info);
@@ -971,6 +979,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
bool ret = ImGui_ImplDX12_Init(&init_info);
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->commandQueueOwned = true;
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
+53 -44
View File
@@ -17,6 +17,7 @@
// 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)
// 2026-03-19: 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.
// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
@@ -162,6 +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.
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{
@@ -184,14 +190,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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;
}
@@ -269,8 +275,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback != nullptr)
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplDX9_DrawCallback_ResetRenderState)
ImGui_ImplDX9_SetupRenderState(draw_data);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -325,46 +330,6 @@ static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMA
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)
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
{
@@ -477,6 +442,50 @@ void ImGui_ImplDX9_NewFrame()
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
+12 -1
View File
@@ -29,6 +29,7 @@
// CHANGELOG
// (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.
@@ -948,6 +949,16 @@ static void ImGui_ImplGlfw_UpdateGamepads()
#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.
// - 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.
@@ -1016,7 +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)
double current_time = glfwGetTime();
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);
bd->Time = current_time;
+2
View File
@@ -5,6 +5,8 @@
// [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:
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks.
// 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.
+53 -44
View File
@@ -5,6 +5,8 @@
// [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:
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks.
// 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.
@@ -16,6 +18,8 @@
// 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 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.
@@ -78,6 +82,7 @@
@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) NSMutableArray<MetalBuffer*>* bufferCache;
@property (nonatomic, strong) NSObject* bufferCacheLock;
@property (nonatomic, assign) double lastBufferCachePurge;
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
@@ -128,41 +133,6 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
#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)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
@@ -219,6 +189,9 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLComman
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset: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.
// Metal Render function.
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
{
@@ -275,8 +248,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
if (pcmd->UserCallback)
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplMetal_DrawCallback_ResetRenderState)
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -290,8 +262,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
// 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 > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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
@@ -328,13 +300,11 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
MetalContext* sharedMetalContext = bd->SharedMetalContext;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
@synchronized(sharedMetalContext.bufferCache)
@synchronized(sharedMetalContext.bufferCacheLock)
{
[sharedMetalContext.bufferCache addObject:vertexBuffer];
[sharedMetalContext.bufferCache addObject:indexBuffer];
}
});
}];
}
@@ -431,6 +401,44 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
}
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;
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
@implementation MetalBuffer
@@ -514,6 +522,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
{
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
self.bufferCache = [NSMutableArray array];
self.bufferCacheLock = [[NSObject alloc] init];
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
}
return self;
@@ -521,9 +530,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
- (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
if (now - self.lastBufferCachePurge > 1.0)
+61 -34
View File
@@ -6,6 +6,7 @@
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] 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.
// 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 +26,7 @@
// CHANGELOG
// (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.
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
@@ -86,6 +88,9 @@
// OpenGL data
struct ImGui_ImplOpenGL2_Data
{
bool UseTexParameterToSetSampler;
GLuint NextSampler;
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -97,37 +102,6 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
}
// 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()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
@@ -138,6 +112,7 @@ void ImGui_ImplOpenGL2_NewFrame()
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.
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
glEnable(GL_BLEND);
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
@@ -155,6 +130,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glShadeModel(GL_SMOOTH);
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!!),
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
@@ -179,12 +155,18 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
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.
// 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.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{
// 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_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
@@ -228,8 +210,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback)
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplOpenGL2_DrawCallback_ResetRenderState)
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -246,7 +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));
// 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);
}
}
@@ -344,6 +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__)
+1
View File
@@ -6,6 +6,7 @@
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] 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.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+172 -136
View File
@@ -23,6 +23,7 @@
// CHANGELOG
// (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)
// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
@@ -252,6 +253,10 @@ struct ImGui_ImplOpenGL3_Data
bool HasBindSampler;
bool HasClipOrigin;
bool UseBufferSubData;
bool UseTexParameterToSetSampler;
GLuint NextSampler; // Used if !HasBindSampler && UseTexParameterToSetSampler.
GLuint TexSamplers[2]; // Used if IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER && HasBindSimpler (0=linear, 1=nearest).
ImVector<char> TempBuffer;
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
@@ -312,139 +317,6 @@ static void ImGui_ImplOpenGL3_ShutdownLoader()
}
// Functions
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_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, &current_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();
}
void ImGui_ImplOpenGL3_NewFrame()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
@@ -511,7 +383,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->HasBindSampler)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
glBindSampler(0, bd->TexSamplers[0]); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
#endif
(void)vertex_array_object;
@@ -530,6 +402,11 @@ 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)));
}
// 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_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[0]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } }
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[1]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } }
// OpenGL3 Render function.
// 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.
@@ -644,8 +521,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback != nullptr)
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplOpenGL3_DrawCallback_ResetRenderState)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -663,6 +539,15 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
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 glTextParameter() if sampler is ever changed explicitly.
if (!bd->HasBindSampler && bd->UseTexParameterToSetSampler)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler);
}
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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));
@@ -1028,6 +913,20 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
glGenBuffers(1, &bd->VboHandle);
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
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
@@ -1045,6 +944,7 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
ImGui_ImplOpenGL3_InitLoader();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->TexSamplers[0]) { glDeleteSamplers(2, &bd->TexSamplers[0]); bd->TexSamplers[0] = bd->TexSamplers[1] = 0; }
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
@@ -1055,6 +955,142 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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
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, &current_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__)
+8 -2
View File
@@ -21,6 +21,7 @@
// CHANGELOG
// (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)
@@ -748,6 +749,7 @@ float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window)
return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window));
}
// SDL_GetDisplayDPI() seems rather unreliable on Linux.
float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
{
const char* sdl_driver = SDL_GetCurrentVideoDriver();
@@ -757,7 +759,11 @@ float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
float dpi = 0.0f;
if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0)
{
if (dpi < 96.0f)
dpi = 96.0f;
return dpi / 96.0f;
}
#endif
#endif
IM_UNUSED(display_index);
@@ -884,7 +890,7 @@ static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window,
if (out_size != nullptr)
*out_size = ImVec2((float)w, (float)h);
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()
@@ -902,7 +908,7 @@ void ImGui_ImplSDL2_NewFrame()
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
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;
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
+3 -3
View File
@@ -686,8 +686,8 @@ static void ImGui_ImplSDL3_UpdateMouseData()
int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
mouse_x -= (float)window_x;
mouse_y -= (float)window_y;
io.AddMousePosEvent(mouse_x, mouse_y);
}
}
@@ -860,7 +860,7 @@ void ImGui_ImplSDL3_NewFrame()
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
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;
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
+28 -14
View File
@@ -22,6 +22,7 @@
// 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
// 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.
@@ -59,6 +60,10 @@ struct ImGui_ImplSDLGPU3_Data
{
ImGui_ImplSDLGPU3_InitInfo InitInfo;
// Render state
ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
SDL_GPUSampler* CurrentSampler = nullptr;
// Graphics pipeline & shaders
SDL_GPUShader* VertexShader = nullptr;
SDL_GPUShader* FragmentShader = nullptr;
@@ -87,10 +92,10 @@ static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
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();
render_state->SamplerCurrent = bd->TexSamplerLinear;
bd->CurrentSampler = bd->TexSamplerLinear;
// Bind graphics pipeline
SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
@@ -174,8 +179,8 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
uint32_t vertex_size = (uint32_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
uint32_t index_size = (uint32_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
@@ -216,6 +221,11 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@@ -238,11 +248,9 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLGPU3_RenderState render_state;
render_state.Device = bd->InitInfo.Device;
render_state.SamplerLinear = render_state.SamplerCurrent = bd->TexSamplerLinear;
render_state.SamplerNearest = bd->TexSamplerNearest;
platform_io.Renderer_RenderState = &render_state;
platform_io.Renderer_RenderState = bd->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
// (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -256,9 +264,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
if (pcmd->UserCallback != nullptr)
{
// 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 == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState)
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
else
pcmd->UserCallback(draw_list, pcmd);
}
@@ -271,8 +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
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 > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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;
@@ -287,7 +294,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
// Bind DescriptorSet with font or user texture
SDL_GPUTextureSamplerBinding texture_sampler_binding;
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);
// Draw
@@ -306,6 +313,8 @@ 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)
SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
SDL_SetGPUScissor(render_pass, &scissor_rect);
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
}
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
@@ -656,6 +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_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->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
-3
View File
@@ -57,9 +57,6 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
struct ImGui_ImplSDLGPU3_RenderState
{
SDL_GPUDevice* Device;
SDL_GPUSampler* SamplerLinear; // Bilinear filtering sampler
SDL_GPUSampler* SamplerNearest; // Nearest/point filtering sampler
SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback)
};
#endif // #ifndef IMGUI_DISABLE
+47 -38
View File
@@ -14,8 +14,10 @@
// [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: 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
@@ -24,6 +26,8 @@
// - Introduction, links and more at the top of imgui.cpp
// 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.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
@@ -72,41 +76,6 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
}
// 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)
{
// Clear out any viewports and cliprect set by the user
@@ -122,6 +91,9 @@ void ImGui_ImplSDLRenderer2_NewFrame()
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)
{
// If there's a scale factor set by the user, use that instead
@@ -184,8 +156,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
if (pcmd->UserCallback)
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -293,6 +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__)
+2
View File
@@ -14,6 +14,8 @@
// [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: 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.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+53 -38
View File
@@ -15,7 +15,7 @@
// [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'.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
@@ -24,6 +24,8 @@
// - Introduction, links and more at the top of imgui.cpp
// 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.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
@@ -59,6 +61,9 @@ struct ImGui_ImplSDLRenderer3_Data
SDL_Renderer* Renderer; // Main viewport's renderer
ImVector<SDL_FColor> ColorBuffer;
// Render State
SDL_ScaleMode CurrentScaleMode;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -70,41 +75,6 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
}
// 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)
{
// Clear out any viewports and cliprect set by the user
@@ -138,6 +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);
}
// 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)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
@@ -204,8 +179,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
if (pcmd->UserCallback)
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -231,6 +205,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_SetTextureScaleMode(tex, bd->CurrentScaleMode);
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
@@ -309,6 +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__)
+1 -1
View File
@@ -15,7 +15,7 @@
// [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'.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
+173 -89
View File
@@ -2,7 +2,7 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// 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: 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'.
@@ -27,6 +27,16 @@
// 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)
// 2026-04-22: *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)
@@ -266,10 +276,12 @@ struct ImGui_ImplVulkan_Texture
struct ImGui_ImplVulkan_Data
{
ImGui_ImplVulkan_InitInfo VulkanInitInfo;
ImGui_ImplVulkan_RenderState* RenderState; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
VkDeviceSize BufferMemoryAlignment;
VkDeviceSize NonCoherentAtomSize;
VkPipelineCreateFlags PipelineCreateFlags;
VkDescriptorSetLayout DescriptorSetLayout;
VkDescriptorSetLayout DescriptorSetLayoutTexture;
VkDescriptorSetLayout DescriptorSetLayoutSampler;
VkPipelineLayout PipelineLayout;
VkPipeline Pipeline; // pipeline for main render pass (created by app)
VkShaderModule ShaderModuleVert;
@@ -278,7 +290,10 @@ struct ImGui_ImplVulkan_Data
ImVector<VkFormat> PipelineRenderingCreateInfoColorAttachmentFormats; // Deep copy of format array
// Texture management
VkSampler TexSamplerLinear;
VkSampler SamplerLinear;
VkSampler SamplerNearest;
VkDescriptorSet SamplerLinearDS;
VkDescriptorSet SamplerNearestDS;
VkCommandPool TexCommandPool;
VkCommandBuffer TexCommandBuffer;
@@ -318,7 +333,7 @@ void main()
*/
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,
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
@@ -331,10 +346,10 @@ static uint32_t __glsl_shader_vert_spv[] =
0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
0x0000001e,0x00000001,0x00030047,0x00000019,0x00000002,0x00050048,0x00000019,0x00000000,
0x0000000b,0x00000000,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00030047,0x0000001e,
0x00000002,0x00050048,0x0000001e,0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,
0x00000001,0x00000023,0x00000008,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
@@ -366,39 +381,44 @@ static uint32_t __glsl_shader_vert_spv[] =
/*
#version 450 core
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;
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[] =
{
0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
0x07230203,0x00010000,0x0008000b,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000015,0x7865545f,0x65727574,
0x00000000,0x00050005,0x00000019,0x6d61535f,0x72656c70,0x00000000,0x00040047,0x00000009,
0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,0x00000000,0x00040047,0x00000015,
0x00000021,0x00000000,0x00040047,0x00000015,0x00000022,0x00000000,0x00040047,0x00000019,
0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000001,0x00020013,0x00000002,
0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,
0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,0x00000007,0x0004003b,0x00000008,
0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,0x00000002,0x0004001e,0x0000000b,
0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,0x0000000b,0x0004003b,0x0000000c,
0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,0x00000001,0x0004002b,0x0000000e,
0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,0x00000007,0x00090019,0x00000013,
0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,0x00000001,0x00000000,0x00040020,
0x00000014,0x00000000,0x00000013,0x0004003b,0x00000014,0x00000015,0x00000000,0x0002001a,
0x00000017,0x00040020,0x00000018,0x00000000,0x00000017,0x0004003b,0x00000018,0x00000019,
0x00000000,0x0003001b,0x0000001b,0x00000013,0x0004002b,0x0000000e,0x0000001d,0x00000001,
0x00040020,0x0000001e,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,0x00000000,
0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,0x0000000f,
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
};
@@ -481,9 +501,7 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
// Bind pipeline:
{
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
}
// Bind Vertex And Index Buffer:
if (draw_data->TotalVtxCount > 0)
@@ -495,7 +513,6 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
}
// Setup viewport:
{
VkViewport viewport;
viewport.x = 0;
viewport.y = 0;
@@ -504,20 +521,25 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
vkCmdSetViewport(command_buffer, 0, 1, &viewport);
}
// 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.
{
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->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->PipelineLayout, 1, 1, &bd->SamplerNearestDS, 0, nullptr); }
// Render function
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
{
@@ -589,16 +611,16 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
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)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplVulkan_RenderState render_state;
render_state.CommandBuffer = command_buffer;
render_state.Pipeline = pipeline;
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
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
@@ -606,7 +628,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// Render command lists
// (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_idx_offset = 0;
for (const ImDrawList* draw_list : draw_data->CmdLists)
@@ -617,12 +639,13 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
if (pcmd->UserCallback != nullptr)
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplVulkan_DrawCallback_ResetRenderState)
{
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
last_image_view = VK_NULL_HANDLE;
}
else
pcmd->UserCallback(draw_list, pcmd);
last_desc_set = VK_NULL_HANDLE;
}
else
{
@@ -633,8 +656,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// 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.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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;
@@ -646,11 +669,11 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y);
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
// Bind DescriptorSet with font or user texture
VkDescriptorSet desc_set = (VkDescriptorSet)pcmd->GetTexID();
if (desc_set != last_desc_set)
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &desc_set, 0, nullptr);
last_desc_set = desc_set;
// Bind DescriptorSets for image view (font or user texture) and samplers
VkDescriptorSet image_view = (VkDescriptorSet)pcmd->GetTexID();
if (image_view != last_image_view)
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &image_view, 0, nullptr);
last_image_view = image_view;
// Draw
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
@@ -659,7 +682,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
global_idx_offset += draw_list->IdxBuffer.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.
// Our last values will leak into user/application rendering IF:
@@ -753,7 +776,7 @@ void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex)
}
// 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
tex->SetTexID((ImTextureID)backend_tex->DescriptorSet);
@@ -1048,15 +1071,83 @@ static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAlloc
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()
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
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.
if (!bd->SamplerLinear || !bd->SamplerNearest)
{
VkSamplerCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
info.magFilter = VK_FILTER_LINEAR;
@@ -1068,37 +1159,16 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
info.minLod = -1000;
info.maxLod = 1000;
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);
}
bd->SamplerLinearDS = ImGui_ImplVulkan_CreateSamplerDS(bd->SamplerLinear);
if (!bd->DescriptorSetLayout)
{
VkDescriptorSetLayoutBinding binding[1] = {};
binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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);
info.magFilter = VK_FILTER_NEAREST;
info.minFilter = VK_FILTER_NEAREST;
info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->SamplerNearest);
check_vk_result(err);
bd->SamplerNearestDS = ImGui_ImplVulkan_CreateSamplerDS(bd->SamplerNearest);
}
if (!bd->PipelineLayout)
@@ -1108,10 +1178,10 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_constants[0].offset = sizeof(float) * 0;
push_constants[0].size = sizeof(float) * 4;
VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
VkDescriptorSetLayout set_layout[2] = { bd->DescriptorSetLayoutTexture, bd->DescriptorSetLayoutSampler };
VkPipelineLayoutCreateInfo layout_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.pushConstantRangeCount = 1;
layout_info.pPushConstantRanges = push_constants;
@@ -1191,10 +1261,12 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
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->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->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->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; }
@@ -1290,6 +1362,11 @@ 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_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
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
@@ -1355,7 +1432,7 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
// 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.
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_InitInfo* v = &bd->VulkanInitInfo;
@@ -1368,7 +1445,7 @@ VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = pool;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
alloc_info.pSetLayouts = &bd->DescriptorSetLayoutTexture;
VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
check_vk_result(err);
}
@@ -1377,20 +1454,27 @@ VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image
if (descriptor_set != VK_NULL_HANDLE)
{
VkDescriptorImageInfo desc_image[1] = {};
desc_image[0].sampler = sampler;
desc_image[0].imageView = image_view;
desc_image[0].imageLayout = image_layout;
VkWriteDescriptorSet write_desc[1] = {};
write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write_desc[0].dstSet = descriptor_set;
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;
vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr);
}
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)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+11 -8
View File
@@ -2,7 +2,7 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// 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: 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'.
@@ -78,7 +78,8 @@
#endif
// 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
struct ImGui_ImplVulkan_PipelineInfo
@@ -109,7 +110,7 @@ struct ImGui_ImplVulkan_InitInfo
uint32_t QueueFamily;
VkQueue Queue;
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 ImageCount; // >= MinImageCount
VkPipelineCache PipelineCache; // Optional
@@ -152,12 +153,14 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_
// (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);
// Register a texture (VkDescriptorSet == ImTextureID)
// 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.
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
// Register a texture (VkDescriptorSet for a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE == ImTextureID)
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout);
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
// 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);
@@ -254,7 +257,7 @@ struct ImGui_ImplVulkanH_Window
memset((void*)this, 0, sizeof(*this));
// Parameters to create SwapChain
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
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.
+46 -29
View File
@@ -20,6 +20,7 @@
// 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)
// 2026-03-25: 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)
@@ -83,9 +84,11 @@ struct ImGui_ImplWGPU_Texture
struct RenderResources
{
WGPUSampler Sampler = nullptr; // Sampler for textures
WGPUSampler SamplerLinear = nullptr; // Bilinear sampler
WGPUSampler SamplerNearest = nullptr; // Nearest/point sampler
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)
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
};
@@ -114,6 +117,7 @@ struct ImGui_ImplWGPU_Data
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
WGPURenderPipeline pipelineState = nullptr;
ImGui_ImplWGPU_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
RenderResources renderResources;
FrameResources* pFrameResources = nullptr;
@@ -296,9 +300,11 @@ static void SafeRelease(WGPUShaderModule& res)
}
static void SafeRelease(RenderResources& res)
{
SafeRelease(res.Sampler);
SafeRelease(res.SamplerLinear);
SafeRelease(res.SamplerNearest);
SafeRelease(res.Uniforms);
SafeRelease(res.CommonBindGroup);
SafeRelease(res.CommonBindGroupLinear);
SafeRelease(res.CommonBindGroupNearest);
SafeRelease(res.ImageBindGroupLayout);
};
@@ -313,6 +319,7 @@ static void SafeRelease(FrameResources& res)
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(const char* wgsl_source)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
IM_UNUSED(bd);
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
@@ -322,9 +329,10 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(con
desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc;
WGPUProgrammableStageDescriptor stage_desc = {};
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
stage_desc.entryPoint = { "main", WGPU_STRLEN };
#endif
return stage_desc;
}
@@ -418,15 +426,19 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
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));
wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr);
// Setup blend factor
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
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
// (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)
{
// Avoid rendering when minimized
@@ -521,7 +533,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
ImGui_ImplWGPU_RenderState render_state;
render_state.Device = bd->wgpuDevice;
render_state.RenderPassEncoder = pass_encoder;
platform_io.Renderer_RenderState = &render_state;
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -537,8 +549,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
if (pcmd->UserCallback != nullptr)
{
// 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 == ImDrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImGui_ImplWGPU_DrawCallback_ResetRenderState)
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -549,11 +560,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
ImTextureID tex_id = pcmd->GetTexID();
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (!bind_group)
{
bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
if (!bind_group && tex_id != 0)
if ((bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id)) != 0)
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
}
if (bind_group)
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
// Project scissor/clipping rectangles into framebuffer space
@@ -563,8 +573,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// 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.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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;
@@ -586,7 +596,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
}
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)
@@ -814,29 +824,35 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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)
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.addressModeV = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
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[] =
{
{ 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 = {};
common_bg_descriptor.layout = bg_layouts[0];
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
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];
SafeRelease(vertex_shader_desc.module);
@@ -888,6 +904,11 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
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_ImplWGPU_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplWGPU_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplWGPU_DrawCallback_SetSamplerNearest;
bd->initInfo = *init_info;
bd->wgpuDevice = init_info->Device;
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
@@ -896,11 +917,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
bd->numFramesInFlight = init_info->NumFramesInFlight;
bd->frameIndex = UINT_MAX;
bd->renderResources.Sampler = nullptr;
bd->renderResources.Uniforms = nullptr;
bd->renderResources.CommonBindGroup = nullptr;
bd->renderResources.ImageBindGroups.Data.reserve(100);
bd->renderResources.ImageBindGroupLayout = nullptr;
// Create buffers with a default size (they will later be grown as needed)
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
+3 -3
View File
@@ -412,7 +412,7 @@ void ImGui_ImplWin32_NewFrame()
// Setup time step
INT64 current_time = 0;
::QueryPerformanceCounter((LARGE_INTEGER*)&current_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;
// Update OS mouse position
@@ -930,7 +930,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
return xdpi / 96.0f;
return (float)xdpi / 96.0f;
}
}
#ifndef NOGDI
@@ -940,7 +940,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
::ReleaseDC(nullptr, dc);
#endif
return xdpi / 96.0f;
return (float)xdpi / 96.0f;
}
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
+3 -2
View File
@@ -1,7 +1,8 @@
#version 450 core
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;
@@ -10,5 +11,5 @@ layout(location = 0) in struct {
void main()
{
fColor = In.Color * texture(sTexture, In.UV.st);
fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st);
}
+2 -2
View File
@@ -258,8 +258,8 @@ void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
MyEngineSetupenderState();
if (pcmd->UserCallback == platform_io.DrawCallback_ResetRenderState)
MyEngineSetupSenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
+83 -1
View File
@@ -41,8 +41,39 @@ HOW TO UPDATE?
Breaking Changes:
- 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.
- 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.
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.
- InputText:
- InputTextMultiline: fixed an issue processing deactivation logic when an active
multi-line edit is clipped due to being out of view.
@@ -59,6 +90,14 @@ Other Changes:
- Child windows with only ImGuiChildFlags_AutoResizeY flag keep using the proportional
default ItemWidth. (#9355)
- 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)
- 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)
- Box-Select: improved dirty/unclip rectangle logic for ImGuiMultiSelectFlags_BoxSelect2d.
- Box-Select: 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)
@@ -72,8 +111,20 @@ Other Changes:
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)
- Box-Select: fixes for using accross 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)
- Style:
- 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)
@@ -81,9 +132,40 @@ Other Changes:
a better recoverable error. (#9350)
- Misc:
- Minor optimization: reduce redudant label scanning in common widgets.
- Added missing Test Engine hooks for PlotXXX(), VSliderXXX(), TableHeader().
- Backends:
- Metal: avoid redundant vertex buffer bind in SetupRenderState, which leads
- 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 *missing* *missing*
- 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, 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: always use SPIR-V shader on WGVK, as it cannot be detected at runtime. (#9316, #9246, #9257)
- 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.
-----------------------------------------------------------------------
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
+2 -1
View File
@@ -193,7 +193,8 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
{
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 = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
+5 -4
View File
@@ -21,33 +21,34 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}</ProjectGuid>
<RootNamespace>example_win32_directx11</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -29,27 +29,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -29,27 +29,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
+2 -1
View File
@@ -184,7 +184,8 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
{
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 = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
@@ -29,27 +29,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
+2 -1
View File
@@ -186,7 +186,8 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE },
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -21,33 +21,34 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
<RootNamespace>example_win32_directx11</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -21,33 +21,34 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}</ProjectGuid>
<RootNamespace>example_win32_directx11</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
+2 -1
View File
@@ -182,7 +182,8 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
{
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 = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+35 -7
View File
@@ -395,6 +395,10 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2026/04/23 (1.92.8) - Obsoleted `ImDrawCallback_ResetRenderState` in favor of using `ImGui::GetPlatformIO().DrawCallback_ResetRenderState`, which is part of our new standard draw callbacks. (#9378)
- 2026/04/22 (1.92.8) - Backends: Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler.
- When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler.
- When creating your own descriptor pool (instead of letting backend creates its own): 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.
- 2026/03/19 (1.92.7) - MultiSelect: renamed ImGuiMultiSelectFlags_SelectOnClick to ImGuiMultiSelectFlags_SelectOnAuto.
- 2026/02/26 (1.92.7) - 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)
@@ -1495,7 +1499,7 @@ ImGuiStyle::ImGuiStyle()
TabRounding = 5.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
TabBorderSize = 0.0f; // Thickness of border around tabs.
TabMinWidthBase = 1.0f; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
TabMinWidthShrink = 80.0f; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
TabMinWidthShrink = 80.0f; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll.
TabCloseButtonMinWidthSelected = -1.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
TabCloseButtonMinWidthUnselected = 0.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
@@ -1542,6 +1546,7 @@ ImGuiStyle::ImGuiStyle()
// Scale all spacing/padding/thickness values. Do not scale fonts.
// Consider not calling this if your initial scale factor if <1.0.
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
void ImGuiStyle::ScaleAllSizes(float scale_factor)
{
@@ -3453,12 +3458,14 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
// FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos.
// RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that.
// As a workaround we currently half ItemSpacing worth on each side.
min_y -= g.Style.ItemSpacing.y;
max_y += g.Style.ItemSpacing.y;
float pad_y = g.Style.ItemSpacing.y;
min_y -= pad_y;
max_y += pad_y;
// Box-select on 2D area requires different clipping.
// (best adding pad_y here than in BeginBoxSelect() as we are closer to current state)
if (bs->UnclipMode)
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0));
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y - pad_y, bs->UnclipRect.Max.y + pad_y, 0, 0));
}
// Add main visible range
@@ -6585,6 +6592,14 @@ void ImGui::EndChild()
g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
}
ImGuiWindow* ImGui::FindFrontMostVisibleChildWindow(ImGuiWindow* window)
{
for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
return window;
}
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
{
window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags);
@@ -8751,6 +8766,17 @@ void ImGui::PopFocusScope()
g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0;
}
bool ImGui::IsInNavFocusRoute(ImGuiID focus_scope_id)
{
ImGuiContext& g = *GImGui;
if (g.NavFocusScopeId == focus_scope_id)
return true;
for (const ImGuiFocusScopeData& focus_scope : g.NavFocusRoute)
if (focus_scope.ID == focus_scope_id)
return true;
return false;
}
void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
{
ImGuiContext& g = *GImGui;
@@ -9107,7 +9133,7 @@ void ImGui::UpdateCurrentFontSize(float restore_font_size_after_scaling)
}
g.FontBaked = (g.Font != NULL && window != NULL) ? g.Font->GetFontBaked(final_size) : NULL;
g.FontBakedScale = (g.Font != NULL && window != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f;
g.FontBakedScale = (g.FontBaked != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f;
g.DrawListSharedData.FontScale = g.FontBakedScale;
}
@@ -10817,7 +10843,8 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si
// to extend contents size of our parent container (e.g. window contents size, which is used for auto-resizing
// windows, table column contents size used for auto-resizing columns, group size).
// This was causing issues and ambiguities and we needed to retire that.
// From 1.89, extending contents size boundaries REQUIRES AN ITEM TO BE SUBMITTED.
// 2022/08/05 (1.89): extending contents size boundaries REQUIRES AN ITEM TO BE SUBMITTED. However we gated the new logic behind a '#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS' block.
// 2025/06/25 (1.92): removed the legacy path and turned into an assert. It was a mistake that there was a #ifndef before: our obsolescence schedule gets pushed back a bit more :(
//
// Previously this would make the window content size ~200x200:
// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK ANYMORE
@@ -13326,7 +13353,7 @@ static void ImGui::NavProcessItem()
const ImGuiID id = g.LastItemData.ID;
const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags;
// When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221, #8816)
// When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221, #8816, #7994)
ImRect nav_bb = g.LastItemData.NavRect;
if (window->DC.NavIsScrollPushableX == false)
{
@@ -15790,6 +15817,7 @@ void ImGuiPlatformIO::ClearRendererHandlers()
{
Renderer_TextureMaxWidth = Renderer_TextureMaxHeight = 0;
Renderer_RenderState = NULL;
DrawCallback_ResetRenderState = DrawCallback_SetSamplerLinear = DrawCallback_SetSamplerNearest = NULL;
}
ImGuiViewport* ImGui::GetMainViewport()
+17 -13
View File
@@ -30,7 +30,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.92.8 WIP"
#define IMGUI_VERSION_NUM 19272
#define IMGUI_VERSION_NUM 19274
#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
@@ -1401,7 +1401,7 @@ enum ImGuiTabBarFlags_
ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
// Fitting/Resize policy
ImGuiTabBarFlags_FittingPolicyMixed = 1 << 7, // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling buttons.
ImGuiTabBarFlags_FittingPolicyMixed = 1 << 7, // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling. Setting TabMinWidthShrink to FLT_MAX makes this behave like ImGuiTabBarFlags_FittingPolicyScroll.
ImGuiTabBarFlags_FittingPolicyShrink = 1 << 8, // Shrink down tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 9, // Enable scrolling buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll,
@@ -2319,7 +2319,7 @@ struct ImGuiStyle
float TabBorderSize; // Thickness of border around tabs.
float TabMinWidthBase; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
float TabMinWidthShrink; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll.
float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
@@ -2335,7 +2335,7 @@ struct ImGuiStyle
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
float SeparatorSize; // Thickness of border in Separator()
float SeparatorSize; // Thickness of border in Separator(). Must be >= 1.0f.
float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
@@ -2365,7 +2365,7 @@ struct ImGuiStyle
// Functions
IMGUI_API ImGuiStyle();
IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts.
IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts. See comments in definition. Consider not calling this if your initial scale factor if <1.0.
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -3166,12 +3166,6 @@ typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibilit
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
#endif
// Special Draw callback value to request renderer backend to reset the graphics/render state.
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
@@ -3378,14 +3372,15 @@ struct ImDrawList
// Advanced: Draw Callbacks
// - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
// - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
// - Use special GetPlatformIO().DrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
// - See other standard callbacks in GetPlatformIO(), which may or not be supported by your backend.
// - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
// - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
// - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
// - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
// - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
// - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*.
IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0);
IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata = NULL, size_t userdata_size = 0);
// Advanced: Miscellaneous
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
@@ -3861,6 +3856,7 @@ enum ImFontFlags_
ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs.
ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
ImFontFlags_ImplicitRefSize = 1 << 4, // [Internal] Reference size was not set explicitly.
};
// Font runtime data and rendering
@@ -4021,6 +4017,12 @@ struct ImGuiPlatformIO
// Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
void* Renderer_RenderState;
// Standard draw callbacks
ImDrawCallback DrawCallback_ResetRenderState; // Request to reset the graphics/render state.
ImDrawCallback DrawCallback_SetSamplerLinear; // Request to set current texture sampling to Linear
ImDrawCallback DrawCallback_SetSamplerNearest; // Request to set current texture sampling to Nearest/Point
//ImDrawCallback DrawCallback_SetSamplerCustom; // Request to set current texture sampling using Backend Specific data.
//------------------------------------------------------------------
// Output
//------------------------------------------------------------------
@@ -4149,6 +4151,8 @@ namespace ImGui
//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
}
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) // OBSOLETED in 1.92.8: Use ImGui::GetPlatformIO().DrawCallback_ResetRenderState
//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect
// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y
// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
+13 -3
View File
@@ -10724,10 +10724,11 @@ struct ExampleAssetsBrowser
bool AllowBoxSelect = true; // Will set ImGuiMultiSelectFlags_BoxSelect2d
bool AllowBoxSelectInsideSelection = false; // Will set ImGuiMultiSelectFlags_SelectOnClickAlways
bool AllowDragUnselected = false; // Will set ImGuiMultiSelectFlags_SelectOnClickRelease
float IconSize = 32.0f;
float IconSize = 0;
int IconSpacing = 10;
int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer.
bool StretchSpacing = true;
bool UseScrollX = false; // Debug: submit twice the number of items per line (overflow horizontally to exercise ScrollX + box-select)
// State
ImVector<ExampleAsset> Items; // Our items
@@ -10778,12 +10779,15 @@ struct ExampleAssetsBrowser
// Layout: calculate number of icon per line and number of lines
LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize));
LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1);
LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount;
// Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer.
if (StretchSpacing && LayoutColumnCount > 1)
LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount;
if (UseScrollX)
LayoutColumnCount *= 2;
LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount;
LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing);
LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f);
LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f);
@@ -10791,6 +10795,9 @@ struct ExampleAssetsBrowser
void Draw(const char* title, bool* p_open)
{
if (IconSize <= 0.0f)
IconSize = ImGui::CalcTextSize("99999").x;
ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver);
if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar))
{
@@ -10840,6 +10847,7 @@ struct ExampleAssetsBrowser
ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32);
ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32);
ImGui::Checkbox("Stretch Spacing", &StretchSpacing);
ImGui::Checkbox("Use ScrollX", &UseScrollX);
ImGui::PopItemWidth();
ImGui::EndMenu();
}
@@ -10869,7 +10877,7 @@ struct ExampleAssetsBrowser
ImGuiIO& io = ImGui::GetIO();
ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing)));
if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove))
if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_HorizontalScrollbar))
{
ImDrawList* draw_list = ImGui::GetWindowDrawList();
@@ -11013,6 +11021,8 @@ struct ExampleAssetsBrowser
}
}
clipper.End();
if (Items.Size == 0)
ImGui::Dummy(ImVec2(0, 0));
ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing
// Context menu
+19 -3
View File
@@ -528,9 +528,14 @@ void ImDrawList::_PopUnusedDrawCmd()
void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size)
{
IM_ASSERT(callback != NULL);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (callback == ImDrawCallback_ResetRenderState && _Data->Context != NULL && _Data->Context->PlatformIO.DrawCallback_ResetRenderState != NULL)
callback = _Data->Context->PlatformIO.DrawCallback_ResetRenderState; // == ImGui::GetPlatformIO().DrawCallback_ResetRenderState
#endif
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
IM_ASSERT(callback != NULL);
IM_ASSERT(curr_cmd->UserCallback == NULL);
if (curr_cmd->ElemCount != 0)
{
@@ -662,7 +667,7 @@ void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool i
if (intersect_with_current_clip_rect)
{
ImVec4 current = _CmdHeader.ClipRect;
if (cr.x < current.x) cr.x = current.x;
if (cr.x < current.x) cr.x = current.x; // = ClipWith(). Note that passing inverted range wouldn't be fixed here.
if (cr.y < current.y) cr.y = current.y;
if (cr.z > current.z) cr.z = current.z;
if (cr.w > current.w) cr.w = current.w;
@@ -3039,7 +3044,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in)
}
else
{
IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before.
IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font!"); // When using MergeMode make sure that a font has already been added before.
font = font_cfg_in->DstFont ? font_cfg_in->DstFont : Fonts.back();
ImFontAtlasFontDiscardBakes(this, font, 0); // Need to discard bakes if the font was already used, because baked->FontLoaderDatas[] will change size. (#9162)
}
@@ -3067,6 +3072,11 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in)
IM_ASSERT(font_cfg->FontLoader->FontBakedLoadGlyph != NULL);
IM_ASSERT(font_cfg->FontLoader->LoaderInit == NULL && font_cfg->FontLoader->LoaderShutdown == NULL); // FIXME-NEWATLAS: Unsupported yet.
}
// | Target w/ Implicit RefSize | Target w/ Explicit RefSize |
// Adding w/ Implicit RefSize: | OK (same scale) | OK (same scale) |
// Adding w/ Explicit RefSize: | KO | OK (custom scale) |
if (font_cfg_in->MergeMode && font_cfg_in->SizePixels > 0)
IM_ASSERT((font->Flags & ImFontFlags_ImplicitRefSize) == 0 && "Cannot use MergeMode with an explicit reference size when the destination font used an implicit reference size!");
IM_ASSERT(font_cfg->FontLoaderData == NULL);
if (!ImFontAtlasFontSourceInit(this, font_cfg))
@@ -3134,7 +3144,10 @@ ImFont* ImFontAtlas::AddFontDefaultBitmap(const ImFontConfig* font_cfg_template)
if (!font_cfg_template)
font_cfg.PixelSnapH = true; // Prevents sub-integer scaling factors at lower-level layers.
if (font_cfg.SizePixels <= 0.0f)
{
font_cfg.SizePixels = 13.0f; // This only serves (1) as a reference for GlyphOffset.y setting and (2) as a default for pre-1.92 backend.
font_cfg.Flags |= ImFontFlags_ImplicitRefSize;
}
if (font_cfg.Name[0] == '\0')
ImFormatString(font_cfg.Name, IM_COUNTOF(font_cfg.Name), "ProggyClean.ttf");
font_cfg.EllipsisChar = (ImWchar)0x0085;
@@ -3159,7 +3172,10 @@ ImFont* ImFontAtlas::AddFontDefaultVector(const ImFontConfig* font_cfg_template)
if (!font_cfg_template)
font_cfg.PixelSnapH = true; // Precisely match ProggyClean, but prevents sub-integer scaling factors at lower-level layers.
if (font_cfg.SizePixels <= 0.0f)
{
font_cfg.SizePixels = 13.0f;
font_cfg.Flags |= ImFontFlags_ImplicitRefSize;
}
if (font_cfg.Name[0] == '\0')
ImFormatString(font_cfg.Name, IM_COUNTOF(font_cfg.Name), "ProggyForever.ttf");
font_cfg.ExtraSizeScale *= 1.015f; // Match ProggyClean
+8 -1
View File
@@ -509,7 +509,8 @@ inline double ImRsqrt(double x) { return 1.0 / sqrt(x); }
template<typename T> T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
template<typename T> T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }
template<typename T> T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
template<typename T> T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); }
template<typename T> T ImLerp(double a, double b, float t) { return (T)(a + (b - a) * (double)t); }
template<typename T> T ImLerp(T a, T b, float t) { return (T)((float)a + (float)(b - a) * t); }
template<typename T> void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }
template<typename T> T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
template<typename T> T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
@@ -606,6 +607,8 @@ struct IMGUI_API ImRect
bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; }
void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
void AddX(float x) { if (Min.x > x) Min.x = x; if (Max.x < x) Max.x = x; }
void AddY(float y) { if (Min.y > y) Min.y = y; if (Max.y < y) Max.y = y; }
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
@@ -1893,6 +1896,7 @@ struct ImGuiBoxSelectState
// Temporary/Transient data
bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select.
ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets.
ImRect UnclipRects[2]; // Per-axis versions.
ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos)
ImRect BoxSelectRectCurr;
@@ -3325,6 +3329,7 @@ namespace ImGui
// Childs
IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags);
IMGUI_API ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window);
// Popups, Modals
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags);
@@ -3478,6 +3483,7 @@ namespace ImGui
// We don't use the ID Stack for this as it is common to want them separate.
IMGUI_API void PushFocusScope(ImGuiID id);
IMGUI_API void PopFocusScope();
IMGUI_API bool IsInNavFocusRoute(ImGuiID focus_scope_id);
inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope()
// Drag and Drop
@@ -3544,6 +3550,7 @@ namespace ImGui
IMGUI_API void TableUpdateLayout(ImGuiTable* table);
IMGUI_API void TableUpdateBorders(ImGuiTable* table);
IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table);
IMGUI_API void TableApplyExternalUnclipRect(ImGuiTable* table, ImRect& rect);
IMGUI_API void TableDrawBorders(ImGuiTable* table);
IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display);
IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table);
+23 -6
View File
@@ -240,6 +240,7 @@ Index of this file:
#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
#pragma GCC diagnostic ignored "-Wstrict-overflow"
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may change value
#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result
#endif
@@ -1152,7 +1153,6 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
column->ClipRect.Min.y = work_rect.Min.y;
column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;
column->ClipRect.Max.y = FLT_MAX;
ImRect clip_rect_unclipped = column->ClipRect;
column->ClipRect.ClipWithFull(host_clip_rect);
// Mark column as Clipped (not in sight)
@@ -1170,9 +1170,6 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output.
column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;
ImGuiBoxSelectState* bs = &g.BoxSelectState;
if (!column->IsRequestOutput && bs->UnclipMode && bs->UnclipRect.Overlaps(clip_rect_unclipped))
column->IsRequestOutput = true;
// Mark column as SkipItems (ignoring all items/layout)
// (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2)
@@ -1319,14 +1316,32 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight;
table_instance->LastFrozenHeight = 0.0f;
// Initial state
ImGuiWindow* inner_window = table->InnerWindow;
ImGuiBoxSelectState* bs = &g.BoxSelectState;
if (bs->Window == inner_window && bs->UnclipMode)
TableApplyExternalUnclipRect(table, bs->UnclipRect);
// Initial state
if (table->Flags & ImGuiTableFlags_NoClip)
table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
else
inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect?
}
// When starting a BeginMultiSelect() after table has been layout we update IsRequestOutput fields.
void ImGui::TableApplyExternalUnclipRect(ImGuiTable* table, ImRect& rect)
{
if (rect.IsInverted())
return;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
if (!column->IsRequestOutput)
if (rect.Overlaps(ImRect(column->MinX, table->WorkRect.Min.y, column->MaxX, FLT_MAX)))
column->IsRequestOutput = true;
}
}
// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()
// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise.
void ImGui::TableUpdateBorders(ImGuiTable* table)
@@ -1647,7 +1662,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
ImGuiTable* table = g.CurrentTable;
IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!");
IM_ASSERT_USER_ERROR_RET(table->DeclColumnsCount < table->ColumnsCount, "TableSetupColumn(): called too many times!");
IM_ASSERT_USER_ERROR_RET(table->IsLayoutLocked == false, "TableSetupColumn(): need to call before first row!");
IM_ASSERT_USER_ERROR_RET(table->IsLayoutLocked == false, "TableSetupColumn(): need to call before first row!"); // Table layout is locked when submitting a row or when calling BeginMultiSelect() with box-select.
IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
@@ -3299,6 +3314,8 @@ void ImGui::TableHeader(const char* label)
// We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
if (IsPopupOpenRequestForItem(ImGuiPopupFlags_None, id))
TableOpenContextMenu(column_n);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
}
// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
+99 -33
View File
@@ -92,6 +92,7 @@ Index of this file:
#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may change value
#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result
#endif
@@ -977,7 +978,7 @@ ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis)
const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)
IM_ASSERT(scrollbar_size >= 0.0f);
const float border_size = IM_ROUND(window->WindowBorderSize * 0.5f);
const float border_top = (window->Flags & ImGuiWindowFlags_MenuBar) ? IM_ROUND(g.Style.FrameBorderSize * 0.5f) : 0.0f;
const float border_top = (window->Flags & ImGuiWindowFlags_MenuBar) ? IM_ROUND(g.Style.FrameBorderSize * 0.5f) : (window->Flags & ImGuiWindowFlags_NoTitleBar) ? border_size : 0;
if (axis == ImGuiAxis_X)
return ImRect(inner_rect.Min.x + border_size, ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size);
else
@@ -1558,7 +1559,7 @@ bool ImGui::TextLink(const char* label)
window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf), 1.0f * (float)(int)g.Style._MainScale); // FIXME-TEXT: Underline mode // FIXME-DPI
PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf));
RenderText(bb.Min, label, label_end);
RenderText(bb.Min, label, label_end, false);
PopStyleColor();
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
@@ -1728,7 +1729,7 @@ void ImGui::Separator()
if (window->DC.CurrentColumns)
flags |= ImGuiSeparatorFlags_SpanAllColumns;
SeparatorEx(flags, g.Style.SeparatorSize);
SeparatorEx(flags, ImMax(g.Style.SeparatorSize, 1.0f));
}
void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w)
@@ -1950,7 +1951,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
const char* label_end = FindRenderedTextEnd(label);
const ImVec2 label_size = CalcTextSize(label, label_end, false);
const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f;
const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, false).x : 0.0f;
const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth());
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
@@ -3542,6 +3543,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, label_end, false);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
return value_changed;
}
@@ -7507,8 +7509,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window->WorkRect.Max.x), pos.y + size.y), label, label_end, &label_size, style.SelectableTextAlign, &bb);
#ifdef IMGUI_DEBUG_BOXSELECT
if (g.BoxSelectState.UnclipMode)
GetForegroundDrawList()->AddText(pos, IM_COL32(255,255,0,200), label);
if (g.BoxSelectState.UnclipMode) { GetForegroundDrawList()->AddText(pos, IM_COL32(255,255,0,200), label, label_end); }
#endif
// Automatically close popups
@@ -7826,7 +7827,7 @@ bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiI
return false;
// Current frame absolute prev/current rectangles are used to toggle selection.
// They are derived from positions relative to scrolling space.
// They are derived from positions relative to scrolling space, so "previous" rectangle is reprojected for current frame coordinates.
ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel);
ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already
ImVec2 curr_end_pos_abs = g.IO.MousePos;
@@ -7836,24 +7837,68 @@ bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiI
bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs);
bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs);
bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs);
//IMGUI_DEBUG_LOG("StartPosRel (%.2f,%.2f) EndPosRel (%.2f,%.2f) -> (%.2f,%.2f)\n", bs->StartPosRel.x, bs->StartPosRel.y, bs->EndPosRel.x, bs->EndPosRel.y, WindowPosAbsToRel(window, g.IO.MousePos).x, WindowPosAbsToRel(window, g.IO.MousePos).y);
// Box-select 2D mode detects change of the rectangle.
// Storing unclip rect used by widgets supporting box-select.
if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d)
// Storing unclip rects which will be tested by widgets supporting box-select. Always update rectangles when active (even if we don't use them).
// To facilitate understanding this: enable IMGUI_DEBUG_BOXSELECT and visualize all geometry.
if (ms_flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
{
if (bs->BoxSelectRectPrev.Min != bs->BoxSelectRectCurr.Min || bs->BoxSelectRectPrev.Max != bs->BoxSelectRectCurr.Max)
bs->UnclipMode = true;
// For both sides, compute the area differing between Prev and Curr rectangles.
bs->UnclipRects[0] = bs->UnclipRects[1] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
for (int side = 0; side < 2; side++)
{
ImVec2 d_min = (side == 0) ? ImMin(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectPrev.Min) : ImMin(bs->BoxSelectRectCurr.Max, bs->BoxSelectRectPrev.Max);
ImVec2 d_max = (side == 0) ? ImMax(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectPrev.Min) : ImMax(bs->BoxSelectRectCurr.Max, bs->BoxSelectRectPrev.Max);
if (d_min.x != d_max.x)
{
bs->UnclipRects[0].AddX(d_min.x);
bs->UnclipRects[0].AddX(d_max.x);
}
if (d_min.y != d_max.y)
{
bs->UnclipRects[1].AddY(d_min.y);
bs->UnclipRects[1].AddY(d_max.y);
}
}
// Always update rect even if we don't use it.
bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect X coordinates could be intersection of Prev and Curr rect on X axis.
bs->UnclipRect.Add(bs->BoxSelectRectCurr);
ImRect box_select_intersection = bs->BoxSelectRectPrev;
box_select_intersection.Add(bs->BoxSelectRectCurr);
if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d)
if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x)
{
bs->UnclipRects[0].AddY(box_select_intersection.Min.y);
bs->UnclipRects[0].AddY(box_select_intersection.Max.y);
}
if (ms_flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
if (bs->BoxSelectRectPrev.Min.y != bs->BoxSelectRectCurr.Min.y || bs->BoxSelectRectPrev.Max.y != bs->BoxSelectRectCurr.Max.y)
{
bs->UnclipRects[1].AddX(box_select_intersection.Min.x);
bs->UnclipRects[1].AddX(box_select_intersection.Max.x);
}
// Merge both rectangles into one.
// FIXME-OPT: When UnclipRect.Area() is much larger than the sum of UnclipRects[0]/[1] Areas, widgets should
// ideally first use UnclipRect as a first coarse cull layer + the individual ones as a second validation.
bs->UnclipRect = bs->UnclipRects[0];
bs->UnclipRect.Add(bs->UnclipRects[1]);
if (!bs->UnclipRect.IsInverted() && (!window->ClipRect.Contains(bs->UnclipRect.Min) || !window->ClipRect.Contains(bs->UnclipRect.Max))) // !! Don't use Contains(ImRect)
bs->UnclipMode = true;
if (bs->UnclipMode && g.CurrentTable != NULL)
TableApplyExternalUnclipRect(g.CurrentTable, bs->UnclipRect); // No need submitting both
}
#ifdef IMGUI_DEBUG_BOXSELECT
if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d)
GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, bs->UnclipMode ? IM_COL32(255,255,0,200) : IM_COL32(255,0,0,200), 0.0f, 0, 4.0f);
//GetForegroundDrawList()->AddRect(scope_rect.Min, scope_rect.Max, IM_COL32(0, 255, 0, 200), 0.0f, 0, 4.0f);
//GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f);
//GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f);
if (ms_flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
{
for (ImRect& unclip_r : bs->UnclipRects)
if (!unclip_r.IsInverted())
GetForegroundDrawList()->AddRect(unclip_r.Min, unclip_r.Max, bs->UnclipMode ? IM_COL32(255, 255, 0, 200) : IM_COL32(255, 0, 0, 200), 0.0f, 0, 4.0f);
GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, bs->UnclipMode ? IM_COL32(255, 255, 0, 200) : IM_COL32(255, 0, 0, 200), 0.0f, 0, 2.0f);
}
#endif
return true;
}
@@ -7870,8 +7915,9 @@ void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flag
bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view
ImRect box_select_r = bs->BoxSelectRectCurr;
box_select_r.ClipWith(scope_rect);
window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling
window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT FIXME-DPI: Styling
ImGuiWindow* draw_window = FindFrontMostVisibleChildWindow(window);
draw_window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling
draw_window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT FIXME-DPI: Styling
// Scroll
const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0;
@@ -7911,18 +7957,18 @@ static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSe
static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)
{
// Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only
// This probably doesn't work inside a table as there are ample ambiguities related to exact time of calling BeginMultiSelect()/EndMultiSelect().
return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin));
}
else
{
// When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970)
//// When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970)
ImRect scope_rect = window->InnerClipRect;
if (g.CurrentTable != NULL)
scope_rect = g.CurrentTable->HostClipRect;
//if (g.CurrentTable != NULL)
// scope_rect = g.CurrentTable->HostClipRect;
// Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect?
scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max);
@@ -7958,18 +8004,24 @@ ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int sel
// FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250)
// They should perhaps be stacked properly?
if (ImGuiTable* table = g.CurrentTable)
if (table->CurrentColumn != -1)
{
if (!table->IsLayoutLocked)
TableUpdateLayout(table);
else if (table->CurrentColumn != -1)
TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it.
}
// FIXME: BeginFocusScope()
const ImGuiID id = window->IDStack.back();
ms->Clear();
ms->FocusScopeId = id;
ms->Flags = flags;
ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId);
ms->BackupCursorMaxPos = window->DC.CursorMaxPos;
ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos;
ms->ScopeRectMin = window->DC.CursorPos;
if (flags & ImGuiMultiSelectFlags_ScopeRect)
window->DC.CursorMaxPos = ms->ScopeRectMin; // CalcScopeRect() for ImGuiMultiSelectFlags_ScopeRect will measure in EndMultiSelect().
PushFocusScope(ms->FocusScopeId);
ms->IsFocused = IsInNavFocusRoute(g.CurrentFocusScopeId);
if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items.
window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main;
@@ -8097,7 +8149,7 @@ ImGuiMultiSelectIO* ImGui::EndMultiSelect()
// Clear selection when clicking void?
// We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection!
// The InnerRect test is necessary for non-child/decorated windows.
bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos);
bool scope_hovered = window->InnerRect.Contains(g.IO.MousePos) && IsWindowHovered(ImGuiHoveredFlags_ChildWindows);
if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect))
scope_hovered &= scope_rect.Contains(g.IO.MousePos);
if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0)
@@ -8123,10 +8175,13 @@ ImGuiMultiSelectIO* ImGui::EndMultiSelect()
if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX)
{
IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope
ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX);
NavMoveRequestTryWrapping(GetCurrentWindow(), ImGuiNavMoveFlags_WrapX);
}
// Unwind
if (ImGuiTable* table = g.CurrentTable)
if (table->IsInsideRow)
TableEndRow(table);
window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos);
PopFocusScope();
@@ -8304,8 +8359,19 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
if (ms->BoxSelectId != 0)
if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId))
{
const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect);
const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect);
ImRect item_rect = g.LastItemData.Rect;
if (!window->DC.NavIsScrollPushableX) // FIXME: Rename to be more generic.
if (ImGuiTable* table = g.CurrentTable)
if (table->CurrentColumn != -1)
{
// FIXME: We cannot use current ClipRect as it includes HostClipRect.
// A more generic version would be nice, but window->WorkRect.Min/Max exclude CellPadding. (#7994)
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
item_rect.Min.x = ImMax(item_rect.Min.x, column->MinX);
item_rect.Max.x = ImMin(item_rect.Max.x, column->MaxX);
}
const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(item_rect);
const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(item_rect);
if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr))
{
if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce)
@@ -8804,9 +8870,7 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(
// - PlotHistogram()
//-------------------------------------------------------------------------
// Plot/Graph widgets are not very good.
// Consider writing your own, or using a third-party one, see:
// - ImPlot https://github.com/epezent/implot
// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions
// Consider using ImPlot (https://github.com/epezent/implot) which is much better!
//-------------------------------------------------------------------------
int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg)
@@ -8923,6 +8987,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get
// Return hovered index or -1 if none are hovered.
// This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
return idx_hovered;
}
@@ -8952,6 +9017,7 @@ void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int
PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}
// Plot Histogram (the data provided _is_ histogram data. it doesn't compute the histogram of your data)
void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
{
ImGuiPlotArrayGetterData data(values, stride);
@@ -10598,7 +10664,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)
const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);
if (want_clip_rect)
PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);
PushClipRect(ImVec2(ImClamp(bb.Min.x, tab_bar->ScrollingRectMinX, tab_bar->ScrollingRectMaxX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);
ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
ItemSize(bb.GetSize(), style.FramePadding.y);
+2 -1
View File
@@ -428,8 +428,9 @@ static bool ImGui_ImplFreeType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* s
{
IM_UNUSED(atlas);
float size = baked->Size;
const float ref_size = baked->OwnerFont->Sources[0]->SizePixels;
if (src->MergeMode && src->SizePixels != 0.0f)
size *= (src->SizePixels / baked->OwnerFont->Sources[0]->SizePixels);
size *= (src->SizePixels / ref_size);
size *= src->ExtraSizeScale;
ImGui_ImplFreeType_FontSrcData* bd_font_data = (ImGui_ImplFreeType_FontSrcData*)src->FontLoaderData;