mirror of
https://github.com/Drezil/imgui.git
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Backends: Replace direct access to TextureId with GetTexID() call in ImDrawCmd. (#3761)
This commit is contained in:
@ -15,6 +15,7 @@
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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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// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: Change blending equation to preserve alpha in output buffer.
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// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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@ -157,7 +158,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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else
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{
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// Draw
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ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
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ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
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al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
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al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
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}
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@ -11,6 +11,7 @@
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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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// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
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// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
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// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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@ -238,7 +239,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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ctx->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
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ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
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ctx->PSSetShaderResources(0, 1, &texture_srv);
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ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
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}
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@ -11,6 +11,7 @@
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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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// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
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// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
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// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
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@ -248,7 +249,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ctx->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
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ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
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ctx->PSSetShaderResources(0, 1, &texture_srv);
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ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
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}
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@ -15,6 +15,7 @@
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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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// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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@ -239,7 +240,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
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if (r.right > r.left && r.bottom > r.top)
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{
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ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
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D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
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texture_handle.ptr = (UINT64)(intptr_t)pcmd->GetTexID();
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ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
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ctx->RSSetScissorRects(1, &r);
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ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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}
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@ -11,6 +11,7 @@
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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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// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
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// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
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// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
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@ -226,7 +227,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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else
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{
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const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
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const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
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const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
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g_pd3dDevice->SetTexture(0, texture);
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
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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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// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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@ -87,7 +88,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
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pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
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pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
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pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
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pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
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pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID());
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IwGxSetMaterial(pCurrentMaterial);
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IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
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}
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@ -11,6 +11,7 @@
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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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// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
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// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
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// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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@ -522,8 +523,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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// Bind texture, Draw
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if (pcmd->TextureId != NULL)
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[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
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if (ImTextureID tex_id = pcmd->GetTexID())
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[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
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[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
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[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
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@ -18,6 +18,7 @@
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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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// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
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// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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@ -184,7 +185,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
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}
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}
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@ -13,6 +13,7 @@
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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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// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
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// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
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// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
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@ -407,7 +408,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (g_GlVersion >= 320)
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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);
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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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// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
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// 2021-02-18: Change blending equation to preserve alpha in output buffer.
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// 2021-01-28: Initial version.
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@ -424,15 +425,15 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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else
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{
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// Bind custom texture
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auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID)));
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auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(ImHashData(&pcmd->GetTexID(), sizeof(ImTextureID)));
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if (bind_group)
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{
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL);
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}
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else
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{
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)pcmd->TextureId);
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g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID)), image_bind_group);
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)pcmd->GetTexID());
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g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&pcmd->GetTexID(), sizeof(ImTextureID)), image_bind_group);
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL);
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}
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