mirror of
https://github.com/ocornut/imgui.git
synced 2026-04-02 21:47:38 -05:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_vulkan.cpp # imgui_widgets.cpp
This commit is contained in:
@@ -23,6 +23,7 @@
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// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
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// CHANGELOG
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// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
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// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
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// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
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// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
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@@ -37,10 +38,12 @@
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// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
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struct ImGui_ImplSDLGPU3_FrameData
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{
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SDL_GPUBuffer* VertexBuffer = nullptr;
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SDL_GPUBuffer* IndexBuffer = nullptr;
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uint32_t VertexBufferSize = 0;
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uint32_t IndexBufferSize = 0;
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SDL_GPUBuffer* VertexBuffer = nullptr;
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SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
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uint32_t VertexBufferSize = 0;
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SDL_GPUBuffer* IndexBuffer = nullptr;
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SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
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uint32_t IndexBufferSize = 0;
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};
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struct ImGui_ImplSDLGPU3_Data
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@@ -116,14 +119,15 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
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SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
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}
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static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
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static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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// Even though this is fairly rarely called.
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// FIXME-OPT: Not optimal, but this is fairly rarely called.
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SDL_WaitForGPUIdle(v->Device);
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SDL_ReleaseGPUBuffer(v->Device, *buffer);
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SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
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SDL_GPUBufferCreateInfo buffer_info = {};
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buffer_info.usage = usage;
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@@ -132,6 +136,12 @@ static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uin
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*buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
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*old_size = new_size;
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IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
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SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
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transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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transferbuffer_info.size = new_size;
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*transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
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IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
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}
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// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
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@@ -152,25 +162,12 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
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uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
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if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
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CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
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CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
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if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
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CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
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CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
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// FIXME: It feels like more code could be shared there.
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SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {};
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vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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vertex_transferbuffer_info.size = vertex_size;
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SDL_GPUTransferBufferCreateInfo index_transferbuffer_info = {};
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index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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index_transferbuffer_info.size = index_size;
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SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &vertex_transferbuffer_info);
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IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information");
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SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &index_transferbuffer_info);
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IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information");
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ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, vertex_transferbuffer, true);
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ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, index_transferbuffer, true);
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ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
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ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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@@ -179,15 +176,15 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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vtx_dst += draw_list->VtxBuffer.Size;
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idx_dst += draw_list->IdxBuffer.Size;
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}
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SDL_UnmapGPUTransferBuffer(v->Device, vertex_transferbuffer);
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SDL_UnmapGPUTransferBuffer(v->Device, index_transferbuffer);
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SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
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SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
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SDL_GPUTransferBufferLocation vertex_buffer_location = {};
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vertex_buffer_location.offset = 0;
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vertex_buffer_location.transfer_buffer = vertex_transferbuffer;
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vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
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SDL_GPUTransferBufferLocation index_buffer_location = {};
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index_buffer_location.offset = 0;
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index_buffer_location.transfer_buffer = index_transferbuffer;
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index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
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SDL_GPUBufferRegion vertex_buffer_region = {};
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vertex_buffer_region.buffer = fd->VertexBuffer;
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@@ -203,8 +200,6 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
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SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
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SDL_EndGPUCopyPass(copy_pass);
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SDL_ReleaseGPUTransferBuffer(v->Device, index_transferbuffer);
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SDL_ReleaseGPUTransferBuffer(v->Device, vertex_transferbuffer);
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}
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void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
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@@ -549,12 +544,14 @@ void ImGui_ImplSDLGPU3_DestroyFrameData()
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.VertexBuffer);
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SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.IndexBuffer);
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bd->MainWindowFrameData.VertexBuffer = nullptr;
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bd->MainWindowFrameData.IndexBuffer = nullptr;
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bd->MainWindowFrameData.VertexBufferSize = 0;
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bd->MainWindowFrameData.IndexBufferSize = 0;
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ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
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SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
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SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
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SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
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SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
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fd->VertexBuffer = fd->IndexBuffer = nullptr;
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fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
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fd->VertexBufferSize = fd->IndexBufferSize = 0;
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}
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void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
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@@ -28,6 +28,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-04-07: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's pColorAttachmentFormats buffer when set, in order to reduce common user-error of specifying a pointer to data that gets out of scope. (#8282)
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// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions().
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// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326)
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// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642)
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@@ -1207,6 +1208,16 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
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IM_ASSERT(info->RenderPass != VK_NULL_HANDLE);
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bd->VulkanInitInfo = *info;
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
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if (v->PipelineRenderingCreateInfo.pColorAttachmentFormats != NULL)
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{
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// Deep copy buffer to reduce error-rate for end user (#8282)
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VkFormat* formats_copy = (VkFormat*)IM_ALLOC(sizeof(VkFormat) * v->PipelineRenderingCreateInfo.colorAttachmentCount);
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memcpy(formats_copy, v->PipelineRenderingCreateInfo.pColorAttachmentFormats, sizeof(VkFormat) * v->PipelineRenderingCreateInfo.colorAttachmentCount);
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v->PipelineRenderingCreateInfo.pColorAttachmentFormats = formats_copy;
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}
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#endif
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ImGui_ImplVulkan_CreateDeviceObjects();
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@@ -1227,6 +1238,9 @@ void ImGui_ImplVulkan_Shutdown()
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// First destroy objects in all viewports
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ImGui_ImplVulkan_DestroyDeviceObjects();
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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IM_FREE((void*)bd->VulkanInitInfo.PipelineRenderingCreateInfo.pColorAttachmentFormats);
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#endif
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// Manually delete main viewport render data in-case we haven't initialized for viewports
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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