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Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in this backend. (#3926)
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@ -10,14 +10,15 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// Missing features:
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// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices (SDL_RenderGeometryRaw() is missing a vertex offset).
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2021-10-06: Backup and restore modified ClipRect/Viewport.
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// 2021-09-21: Initial version.
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@ -61,6 +62,7 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
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ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_sdlrenderer";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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bd->SDLRenderer = renderer;
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@ -127,7 +129,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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SDL_Rect ClipRect;
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};
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BackupSDLRendererState old = {};
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old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer);
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old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
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SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
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SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
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@ -170,9 +172,9 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
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SDL_RenderSetClipRect(bd->SDLRenderer, &r);
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const float* xy = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos));
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const float* uv = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv));
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const int* color = (const int*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col));
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const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
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const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
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const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col));
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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@ -180,7 +182,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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xy, (int)sizeof(ImDrawVert),
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color, (int)sizeof(ImDrawVert),
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uv, (int)sizeof(ImDrawVert),
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cmd_list->VtxBuffer.Size,
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cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
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idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
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}
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}
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@ -10,8 +10,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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// Missing features:
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// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices (SDL_RenderGeometryRaw() is missing a vertex offset).
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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@ -80,6 +80,8 @@ Other Changes:
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likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
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vkCmdSetScissor() explicitly every frame. (#4644)
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- Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775)
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- Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices,
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enabling 'ImGuiBackendFlags_RendererHasVtxOffset' in the backend. (#3926) [@rokups]
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- Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and
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wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the
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in-flux specs says. (#4766) [@meshula]
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