From 7755cbbef2fcccba35bd46a8defad2d9d36c20f5 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 29 May 2019 16:29:17 +0200 Subject: [PATCH] Renamed ImGuiBackendFlags_HasVtxOffset to ImGuiBackendFlags_RendererHasVtxOffset to match naming convention already used in viewport/docking branch. (#2591) + Fix OpenGL3 code missing flag. --- docs/CHANGELOG.txt | 6 +++--- examples/imgui_impl_dx10.cpp | 4 ++-- examples/imgui_impl_dx11.cpp | 4 ++-- examples/imgui_impl_dx12.cpp | 4 ++-- examples/imgui_impl_dx9.cpp | 4 ++-- examples/imgui_impl_opengl3.cpp | 5 ++++- examples/imgui_impl_vulkan.cpp | 4 ++-- imconfig.h | 2 +- imgui.cpp | 4 ++-- imgui.h | 16 ++++++++-------- imgui_demo.cpp | 4 ++-- 11 files changed, 30 insertions(+), 27 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 80792ca8..ef8e2310 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -57,8 +57,8 @@ Other Changes: collapsing/docking button to the other side of the title bar. - Style: Made window close button cross slightly smaller. - ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. - To enable the feature, the renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' - and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. + The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable + this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field. - ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. @@ -72,7 +72,7 @@ Other Changes: dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] - Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] - Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes - (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. + (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. - Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541) diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index 0d37e8e3..4c3e5bbb 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -11,7 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. @@ -488,7 +488,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx10"; - io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. // Get factory from device IDXGIDevice* pDXGIDevice = NULL; diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index d7ddd8a6..685b83fc 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -11,7 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. @@ -495,7 +495,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx11"; - io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. // Get factory from device IDXGIDevice* pDXGIDevice = NULL; diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index 8831adb5..9bfa6a87 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -13,7 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Various minor tidying up. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). @@ -607,7 +607,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx12"; - io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. g_pd3dDevice = device; g_RTVFormat = rtv_format; diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index 886de1f6..9dc9d92f 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -11,7 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. @@ -220,7 +220,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx9"; - io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. g_pd3dDevice = device; g_pd3dDevice->AddRef(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 06e9948c..152929cc 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -13,7 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. @@ -124,6 +124,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl3"; +#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. #if defined(IMGUI_IMPL_OPENGL_ES2) diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index ef6afcd2..0cd6a77d 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -22,7 +22,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 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(). // 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. @@ -805,7 +805,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_vulkan"; - io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. IM_ASSERT(info->Instance != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); diff --git a/imconfig.h b/imconfig.h index 5476dd66..6eaffd74 100644 --- a/imconfig.h +++ b/imconfig.h @@ -65,7 +65,7 @@ //---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. // Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). // Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. -// Read about ImGuiBackendFlags_HasVtxOffset for details. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. diff --git a/imgui.cpp b/imgui.cpp index 2b0cbf4f..33e53453 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3507,7 +3507,7 @@ void ImGui::NewFrame() g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; if (g.Style.AntiAliasedFill) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; - if (g.IO.BackendFlags & ImGuiBackendFlags_HasVtxOffset) + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; g.BackgroundDrawList.Clear(); @@ -3792,7 +3792,7 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. // - If you want large meshes with more than 64K vertices, you can either: - // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset'. + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. // (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. diff --git a/imgui.h b/imgui.h index 4580a181..0cc13fbd 100644 --- a/imgui.h +++ b/imgui.h @@ -1003,10 +1003,10 @@ enum ImGuiConfigFlags_ enum ImGuiBackendFlags_ { ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Platform Back-end supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Platform Back-end supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Platform Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_HasVtxOffset = 1 << 3 // Renderer Back-end supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. + ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1779,14 +1779,14 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) -// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When (io.BackendFlags & ImGuiBackendFlags_HasVtxOffset) +// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' // is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices. struct ImDrawCmd { unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. - unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_HasVtxOffset: always 0. With ImGuiBackendFlags_HasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. + unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // The draw callback code can access this. @@ -1795,7 +1795,7 @@ struct ImDrawCmd }; // Vertex index -// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) +// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) // (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; @@ -1843,7 +1843,7 @@ enum ImDrawListFlags_ ImDrawListFlags_None = 0, ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) - ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'io.BackendFlags & ImGuiBackendFlags_HasVtxOffset' is enabled. + ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 82aa7431..b38fadc7 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -350,7 +350,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors); ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos); - ImGui::CheckboxFlags("io.BackendFlags: HasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); ImGui::TreePop(); ImGui::Separator(); } @@ -2863,7 +2863,7 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); - if (io.BackendFlags & ImGuiBackendFlags_HasVtxOffset) ImGui::Text(" HasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); ImGui::Separator(); ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);