ImDrawCallback_ResetRenderState, Examples: Added support for reset render state callback. (#2037, #1639, #2452)

This commit is contained in:
omar
2019-04-30 22:15:59 +02:00
parent 3fbc0b7a9e
commit 5c1cd5c8c7
10 changed files with 394 additions and 294 deletions

View File

@ -259,6 +259,49 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
p_buffer_size = new_size;
}
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
{
// Bind pipeline and descriptor sets:
{
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
VkDescriptorSet desc_set[1] = { g_DescriptorSet };
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
}
// Bind Vertex And Index Buffer:
{
VkBuffer vertex_buffers[1] = { rb->VertexBuffer };
VkDeviceSize vertex_offset[1] = { 0 };
vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset);
vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32);
}
// Setup viewport:
{
VkViewport viewport;
viewport.x = 0;
viewport.y = 0;
viewport.width = (float)fb_width;
viewport.height = (float)fb_height;
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->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
{
float scale[2];
scale[0] = 2.0f / draw_data->DisplaySize.x;
scale[1] = 2.0f / draw_data->DisplaySize.y;
float translate[2];
translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
}
}
// 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_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer)
@ -323,45 +366,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
vkUnmapMemory(v->Device, rb->IndexBufferMemory);
}
// Bind pipeline and descriptor sets:
{
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
VkDescriptorSet desc_set[1] = { g_DescriptorSet };
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
}
// Bind Vertex And Index Buffer:
{
VkBuffer vertex_buffers[1] = { rb->VertexBuffer };
VkDeviceSize vertex_offset[1] = { 0 };
vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset);
vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32);
}
// Setup viewport:
{
VkViewport viewport;
viewport.x = 0;
viewport.y = 0;
viewport.width = (float)fb_width;
viewport.height = (float)fb_height;
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->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
{
float scale[2];
scale[0] = 2.0f / draw_data->DisplaySize.x;
scale[1] = 2.0f / draw_data->DisplaySize.y;
float translate[2];
translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
}
// Setup desired Vulkan state
ImGui_ImplVulkan_SetupRenderState(draw_data, 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
@ -376,10 +382,14 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
if (pcmd->UserCallback != NULL)
{
// User callback (registered via ImDrawList::AddCallback)
pcmd->UserCallback(cmd_list, pcmd);
// 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_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{