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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl3.cpp # imgui.cpp # imgui_widgets.cpp
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@ -12,6 +12,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-07-05: Metal: Added new Metal backend implementation.
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@ -403,12 +404,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO &io = ImGui::GetIO();
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int fb_width = (int)(drawData->DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(drawData->DisplaySize.y * io.DisplayFramebufferScale.y);
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int fb_width = (int)(drawData->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(drawData->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
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return;
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drawData->ScaleClipRects(io.DisplayFramebufferScale);
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[commandEncoder setCullMode:MTLCullModeNone];
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[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
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@ -442,26 +441,23 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
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size_t vertexBufferLength = 0;
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size_t indexBufferLength = 0;
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for (int n = 0; n < drawData->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = drawData->CmdLists[n];
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vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
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indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
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}
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MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
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MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
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size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert);
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size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx);
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MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
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MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
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id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
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[commandEncoder setRenderPipelineState:renderPipelineState];
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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size_t vertexBufferOffset = 0;
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size_t indexBufferOffset = 0;
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ImVec2 pos = drawData->DisplayPos;
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for (int n = 0; n < drawData->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = drawData->CmdLists[n];
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@ -482,14 +478,23 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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}
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else
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{
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ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
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// Project scissor/clipping rectangles into framebuffer space
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ImVec4 clip_rect;
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clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
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clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
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clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
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clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
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if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
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{
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// Apply scissor/clipping rectangle
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MTLScissorRect scissorRect = { .x = NSUInteger(clip_rect.x),
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MTLScissorRect scissorRect =
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{
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.x = NSUInteger(clip_rect.x),
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.y = NSUInteger(clip_rect.y),
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.width = NSUInteger(clip_rect.z - clip_rect.x),
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.height = NSUInteger(clip_rect.w - clip_rect.y) };
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.height = NSUInteger(clip_rect.w - clip_rect.y)
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};
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[commandEncoder setScissorRect:scissorRect];
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