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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp # imgui.cpp # imgui_internal.h
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@ -67,11 +67,12 @@ struct ImGui_ImplDX12_Data
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ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); }
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplDX12_Data* g_Data;
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX12_Data); return g_Data; }
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplDX12_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Buffers used during the rendering of a frame
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struct ImGui_ImplDX12_RenderBuffers
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@ -155,21 +156,6 @@ struct ImGui_ImplDX12_ViewportData
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}
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};
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template<typename T>
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static void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = NULL;
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}
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static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
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{
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SafeRelease(render_buffers->IndexBuffer);
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SafeRelease(render_buffers->VertexBuffer);
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render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
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}
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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@ -237,6 +223,14 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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ctx->OMSetBlendFactor(blend_factor);
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}
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template<typename T>
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static inline void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = NULL;
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}
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// Render function
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
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{
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@ -750,6 +744,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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return true;
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}
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static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
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{
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SafeRelease(render_buffers->IndexBuffer);
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SafeRelease(render_buffers->VertexBuffer);
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render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
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}
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void ImGui_ImplDX12_InvalidateDeviceObjects()
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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@ -769,15 +770,8 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_CreateBackendData();
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bd->pd3dDevice = device;
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bd->RTVFormat = rtv_format;
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bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
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bd->numFramesInFlight = num_frames_in_flight;
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bd->pd3dSrvDescHeap = cbv_srv_heap;
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// Setup backend capabilities flags
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ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx12";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -785,6 +779,13 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplDX12_InitPlatformInterface();
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bd->pd3dDevice = device;
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bd->RTVFormat = rtv_format;
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bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
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bd->numFramesInFlight = num_frames_in_flight;
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bd->pd3dSrvDescHeap = cbv_srv_heap;
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// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
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// Since this is created and managed by the application, we will only use the ->Resources[] fields.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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@ -815,12 +816,14 @@ void ImGui_ImplDX12_Shutdown()
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplDX12_DestroyBackendData();
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IM_DELETE(bd);
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}
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void ImGui_ImplDX12_NewFrame()
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
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if (!bd->pPipelineState)
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ImGui_ImplDX12_CreateDeviceObjects();
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}
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