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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx12.cpp # examples/imgui_impl_dx9.cpp # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_vulkan.cpp # imgui.cpp
This commit is contained in:
@ -21,8 +21,9 @@
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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-XX-XX: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
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// 2019-XX-XX: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
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// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
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// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
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// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
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// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int).
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// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
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@ -273,6 +274,49 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
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p_buffer_size = new_size;
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}
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static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
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{
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// Bind pipeline and descriptor sets:
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{
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
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VkDescriptorSet desc_set[1] = { g_DescriptorSet };
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
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}
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// Bind Vertex And Index Buffer:
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{
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VkBuffer vertex_buffers[1] = { rb->VertexBuffer };
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VkDeviceSize vertex_offset[1] = { 0 };
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vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset);
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vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32);
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}
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// Setup viewport:
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{
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VkViewport viewport;
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viewport.x = 0;
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viewport.y = 0;
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viewport.width = (float)fb_width;
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viewport.height = (float)fb_height;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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vkCmdSetViewport(command_buffer, 0, 1, &viewport);
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}
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// Setup scale and translation:
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
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{
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float scale[2];
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scale[0] = 2.0f / draw_data->DisplaySize.x;
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scale[1] = 2.0f / draw_data->DisplaySize.y;
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float translate[2];
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translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
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translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
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vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
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vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
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}
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}
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer)
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@ -339,45 +383,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
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vkUnmapMemory(v->Device, rb->IndexBufferMemory);
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}
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// Bind pipeline and descriptor sets:
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{
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
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VkDescriptorSet desc_set[1] = { g_DescriptorSet };
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
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}
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// Bind Vertex And Index Buffer:
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{
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VkBuffer vertex_buffers[1] = { rb->VertexBuffer };
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VkDeviceSize vertex_offset[1] = { 0 };
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vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset);
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vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32);
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}
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// Setup viewport:
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{
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VkViewport viewport;
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viewport.x = 0;
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viewport.y = 0;
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viewport.width = (float)fb_width;
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viewport.height = (float)fb_height;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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vkCmdSetViewport(command_buffer, 0, 1, &viewport);
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}
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// Setup scale and translation:
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
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{
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float scale[2];
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scale[0] = 2.0f / draw_data->DisplaySize.x;
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scale[1] = 2.0f / draw_data->DisplaySize.y;
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float translate[2];
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translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
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translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
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vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
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vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
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}
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// Setup desired Vulkan state
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ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height);
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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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@ -392,10 +399,14 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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if (pcmd->UserCallback != NULL)
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{
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// User callback (registered via ImDrawList::AddCallback)
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pcmd->UserCallback(cmd_list, pcmd);
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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