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. (#2591)

This commit is contained in:
omar 2019-05-29 15:53:36 +02:00
parent d1e8b698d0
commit b3dd03f582
13 changed files with 69 additions and 28 deletions

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@ -71,6 +71,8 @@ Other Changes:
- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are
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.
- 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)

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@ -3,6 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -10,6 +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.
// 2019-04-30: 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.
@ -208,8 +210,9 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@ -235,11 +238,11 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore modified DX state
@ -485,6 +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.
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;

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@ -3,6 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

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@ -3,6 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
@ -10,6 +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.
// 2019-04-30: 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.
@ -213,8 +215,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_idx_offset = 0;
int global_vtx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@ -240,11 +243,11 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore modified DX state
@ -492,6 +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.
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;

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@ -3,6 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

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@ -3,6 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
@ -12,6 +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.
// 2019-04-30: 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().
@ -200,8 +202,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@ -224,11 +227,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
ctx->RSSetScissorRects(1, &r);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
}
@ -604,6 +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.
g_pd3dDevice = device;
g_RTVFormat = rtv_format;

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@ -3,6 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301

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@ -3,6 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -10,6 +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.
// 2019-04-30: 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.
@ -172,8 +174,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX9_SetupRenderState(draw_data);
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@ -196,11 +199,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
g_pd3dDevice->SetTexture(0, texture);
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount/3);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore the DX9 transform
@ -217,6 +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.
g_pd3dDevice = device;
g_pd3dDevice->AddRef();

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@ -3,6 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

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@ -5,6 +5,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -12,6 +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.
// 2019-04-30: 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.
@ -102,6 +104,13 @@
#endif
#endif
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
#else
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
#endif
// OpenGL Data
static char g_GlslVersionString[32] = "";
static GLuint g_FontTexture = 0;
@ -263,7 +272,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
size_t idx_buffer_offset = 0;
// Upload vertex/index buffers
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
@ -300,10 +308,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset);
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)pcmd->IdxOffset, (GLint)pcmd->VtxOffset);
#else
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)pcmd->IdxOffset);
#endif
}
}
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
}
}

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@ -5,6 +5,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

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@ -1,6 +1,8 @@
// dear imgui: Renderer for Vulkan
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
@ -20,6 +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.
// 2019-04-30: 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.
@ -375,8 +378,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -418,12 +422,12 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
// Draw
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
}
@ -801,6 +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.
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);

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@ -1,6 +1,8 @@
// dear imgui: Renderer for Vulkan
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914