Columns/ImDrawList: dispatch render of each column in a sub-draw list and merge on closure, saving draw calls (#125)

This commit is contained in:
ocornut
2015-07-07 18:19:01 -06:00
parent 3e4841765d
commit 87ebe95fd6
2 changed files with 88 additions and 6 deletions

20
imgui.h
View File

@ -1017,6 +1017,13 @@ struct ImDrawVert
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
struct ImDrawChannel
{
ImVector<ImDrawCmd> cmd_buffer;
ImVector<ImDrawIdx> idx_buffer;
};
// Draw command list
// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
@ -1028,10 +1035,10 @@ struct ImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd> cmd_buffer; // Commands. Typically 1 command = 1 gpu draw call.
ImVector<ImDrawVert> vtx_buffer; // Vertex buffer.
ImVector<ImDrawIdx> idx_buffer; // Index buffer. Each command consume ImDrawCmd::idx_count of those
ImVector<ImDrawVert> vtx_buffer; // Vertex buffer.
// [Internal to ImGui]
// [Internal, used while building lists]
const char* owner_name; // Pointer to owner window's name (if any) for debugging
ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
unsigned int vtx_current_idx; // [Internal] == vtx_buffer.Size
@ -1039,6 +1046,8 @@ struct ImDrawList
ImVector<ImVec4> clip_rect_stack; // [Internal]
ImVector<ImTextureID> texture_id_stack; // [Internal]
ImVector<ImVec2> path; // [Internal] current path building
int channel_current; //
ImVector<ImDrawChannel> channels; // [Internal] draw channels for layering or columns API
ImDrawList() { owner_name = NULL; Clear(); }
~ImDrawList() { ClearFreeMemory(); }
@ -1072,8 +1081,11 @@ struct ImDrawList
inline void PathStroke(ImU32 col, float thickness, bool closed) { AddPolyline(path.Data, path.Size, col, thickness, closed, true); PathClear(); }
// Advanced
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
IMGUI_API void ChannelsSplit(int channel_count);
IMGUI_API void ChannelsMerge(int channel_count);
IMGUI_API void ChannelsSetCurrent(int idx);
// Internal helpers
IMGUI_API void PrimReserve(int idx_count, int vtx_count);