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https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Added comments about requirement for bilinear filtering. (#5156, #3245) + Backends: SDL_Renderer: Explicitely call SDL_SetTextureScaleMode(). (#4927)
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@ -207,6 +207,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Create texture
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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int flags = al_get_new_bitmap_flags();
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int fmt = al_get_new_bitmap_format();
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al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
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@ -337,6 +337,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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// Create texture sampler
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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{
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D3D10_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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@ -349,6 +349,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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// Create texture sampler
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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{
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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@ -466,6 +466,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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param[1].DescriptorTable.pDescriptorRanges = &descRange;
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param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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D3D12_STATIC_SAMPLER_DESC staticSampler = {};
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staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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@ -84,7 +84,7 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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vp.MaxZ = 1.0f;
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bd->pd3dDevice->SetViewport(&vp);
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
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bd->pd3dDevice->SetPixelShader(NULL);
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bd->pd3dDevice->SetVertexShader(NULL);
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bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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@ -350,6 +350,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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return renderPipelineState;
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}
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
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{
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NSError *error = nil;
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@ -244,6 +244,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &bd->FontTexture);
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@ -539,6 +539,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &bd->FontTexture);
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@ -210,6 +210,7 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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if (bd->FontTexture == NULL)
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{
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@ -218,6 +219,7 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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}
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SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
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SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
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SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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@ -741,6 +741,7 @@ static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocati
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if (bd->FontSampler)
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return;
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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VkSamplerCreateInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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info.magFilter = VK_FILTER_LINEAR;
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@ -509,6 +509,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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}
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// Create the associated sampler
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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{
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WGPUSamplerDescriptor sampler_desc = {};
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sampler_desc.minFilter = WGPUFilterMode_Linear;
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