Viewport: Removed back-end renderer code that implied we need to clear with WindowBg color. Added NoRendererClear flag. (#1542, #1042)

This commit is contained in:
omar 2018-03-15 17:52:53 +01:00
parent 09d8943967
commit 8364d1ca6c
8 changed files with 35 additions and 22 deletions

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@ -587,10 +587,10 @@ static void ImGui_ImplDX10_ResizeViewport(ImGuiViewport* viewport, ImVec2 size)
static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport)
{
ImGuiPlatformDataDx10* data = (ImGuiPlatformDataDx10*)viewport->RendererUserData;
ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg]; // FIXME-PLATFORM
clear_color.w = 1.0f;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
g_pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL);
g_pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
g_pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color);
ImGui_ImplDX10_RenderDrawData(&viewport->DrawData);
}

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@ -595,10 +595,10 @@ static void ImGui_ImplDX11_ResizeViewport(ImGuiViewport* viewport, ImVec2 size)
static void ImGui_ImplDX11_RenderViewport(ImGuiViewport* viewport)
{
ImGuiPlatformDataDx11* data = (ImGuiPlatformDataDx11*)viewport->RendererUserData;
ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg]; // FIXME-PLATFORM
clear_color.w = 1.0f;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
ImGui_ImplDX11_RenderDrawData(&viewport->DrawData);
}

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@ -734,10 +734,10 @@ static void ImGui_ImplDX12_RenderViewport(ImGuiViewport* viewport)
IM_ASSERT(0);
(void)data;
/*
ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg]; // FIXME-PLATFORM
clear_color.w = 1.0f;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
*/
ImGui_ImplDX12_RenderDrawData(&viewport->DrawData);
}

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@ -331,9 +331,12 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
static void ImGui_ImplOpenGL3_RenderViewport(ImGuiViewport* viewport)
{
ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg];
glClearColor(clear_color.x, clear_color.y, clear_color.z, 1.0f); // FIXME-PLATFORM
glClear(GL_COLOR_BUFFER_BIT);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL3_RenderDrawData(&viewport->DrawData);
}

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@ -757,6 +757,7 @@ ImGui_ImplVulkan_WindowData::ImGui_ImplVulkan_WindowData()
memset(&SurfaceFormat, 0, sizeof(SurfaceFormat));
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
RenderPass = VK_NULL_HANDLE;
ClearEnable = true;
memset(&ClearValue, 0, sizeof(ClearValue));
BackBufferCount = 0;
memset(&BackBuffer, 0, sizeof(BackBuffer));
@ -959,7 +960,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice
VkAttachmentDescription attachment = {};
attachment.format = wd->SurfaceFormat.format;
attachment.samples = VK_SAMPLE_COUNT_1_BIT;
attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
@ -1091,6 +1092,7 @@ static void ImGui_ImplVulkan_CreateViewport(ImGuiViewport* viewport)
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_mode, 1);
// Create SwapChain, RenderPass, Framebuffer, etc.
wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, (int)viewport->Size.x, (int)viewport->Size.y);
}
@ -1110,6 +1112,7 @@ static void ImGui_ImplVulkan_ResizeViewport(ImGuiViewport* viewport, ImVec2 size
ImGuiPlatformDataVulkan* data = (ImGuiPlatformDataVulkan*)viewport->RendererUserData;
if (data == NULL) // This is NULL for the main viewport (which is left to the user/app to handle)
return;
data->WindowData.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &data->WindowData, g_Allocator, (int)size.x, (int)size.y);
}
@ -1119,9 +1122,6 @@ static void ImGui_ImplVulkan_RenderViewport(ImGuiViewport* viewport)
ImGui_ImplVulkan_WindowData* wd = &data->WindowData;
VkResult err;
ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg]; // FIXME-PLATFORM
clear_color.w = 1.0f;
{
ImGui_ImplVulkan_FrameData* fd = &wd->Frames[wd->FrameIndex];
for (;;)
@ -1145,19 +1145,21 @@ static void ImGui_ImplVulkan_RenderViewport(ImGuiViewport* viewport)
check_vk_result(err);
}
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = wd->RenderPass;
info.framebuffer = wd->Framebuffer[fd->BackbufferIndex];
info.renderArea.extent.width = wd->Width;
info.renderArea.extent.height = wd->Height;
info.clearValueCount = 1;
info.pClearValues = &wd->ClearValue;
info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1;
info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? NULL : &wd->ClearValue;
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
}
}
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
ImGui_ImplVulkan_RenderDrawData(wd->Frames[wd->FrameIndex].CommandBuffer, &viewport->DrawData);
{

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@ -77,6 +77,7 @@ struct ImGui_ImplVulkan_WindowData
VkSurfaceFormatKHR SurfaceFormat;
VkPresentModeKHR PresentMode;
VkRenderPass RenderPass;
bool ClearEnable;
VkClearValue ClearValue;
uint32_t BackBufferCount;
VkImage BackBuffer[16];

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@ -6053,6 +6053,10 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
if (window->Flags & ImGuiWindowFlags_FullViewport)
{
// We currently have window fully covering a viewport and we disable WindowBg alpha, so clearing is not necessary
window->Viewport->Flags |= ImGuiViewportFlags_NoRendererClear;
// Position
SetWindowPos(window, window->Viewport->Pos, ImGuiCond_Always);
if (window->Viewport->PlatformRequestResize)
SetWindowSize(window, window->Viewport->Size, ImGuiCond_Always);
@ -6606,6 +6610,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
if (g.NextWindowData.BgAlphaCond != 0)
bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
if (window->Flags & ImGuiWindowFlags_FullViewport)
bg_col = (bg_col | IM_COL32_A_MASK);
window->DrawList->AddRectFilled(window->Pos+ImVec2(0,window->TitleBarHeight()), window->Pos+window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
// Title bar

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@ -510,9 +510,10 @@ enum ImGuiViewportFlags_
{
ImGuiViewportFlags_MainViewport = 1 << 0,
ImGuiViewportFlags_HostOtherWindows = 1 << 1,
ImGuiViewportFlags_NoDecoration = 1 << 2, // Platform Window: Disable platform title bar, borders, etc.
ImGuiViewportFlags_NoFocusOnAppearing = 1 << 3, // Platform Window: Don't take focus when created.
ImGuiViewportFlags_NoInputs = 1 << 4 // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
ImGuiViewportFlags_NoRendererClear = 1 << 2, // Platform Window: Renderer doesn't need to clear the framebuffer ahead.
ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform title bar, borders, etc.
ImGuiViewportFlags_NoFocusOnAppearing = 1 << 4, // Platform Window: Don't take focus when created.
ImGuiViewportFlags_NoInputs = 1 << 5 // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
};
struct ImGuiViewport