Merge branch 'master' into docking

# Conflicts:
#	examples/imgui_impl_metal.h
#	examples/imgui_impl_metal.mm
docking
omar 5 years ago
commit cc48f1e5dd

@ -71,7 +71,7 @@ Other Changes:
- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are - 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] dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] - 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 - Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
(64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. (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(), - 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 the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode

@ -3,6 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Missing features: // Missing features:
// [ ] Renderer: Multi-viewport / platform windows. // [ ] Renderer: Multi-viewport / platform windows.

@ -3,6 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Missing features: // Missing features:
// [ ] Renderer: Multi-viewport / platform windows. // [ ] Renderer: Multi-viewport / platform windows.
@ -12,6 +13,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
@ -78,6 +80,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_metal"; io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
static dispatch_once_t onceToken; static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{ dispatch_once(&onceToken, ^{
@ -480,13 +483,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
for (int n = 0; n < drawData->CmdListsCount; n++) for (int n = 0; n < drawData->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = drawData->CmdLists[n]; const ImDrawList* cmd_list = drawData->CmdLists[n];
ImDrawIdx idx_buffer_offset = 0;
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
@ -524,14 +524,15 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
// Bind texture, Draw // Bind texture, Draw
if (pcmd->TextureId != NULL) if (pcmd->TextureId != NULL)
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0]; [commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:pcmd->ElemCount indexCount:pcmd->ElemCount
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
indexBuffer:indexBuffer.buffer indexBuffer:indexBuffer.buffer
indexBufferOffset:indexBufferOffset + idx_buffer_offset]; indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
} }
} }
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
} }
vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);

@ -108,9 +108,9 @@
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. // Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) #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 #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
#else
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
#endif #endif
// OpenGL Data // OpenGL Data
@ -324,9 +324,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw // Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX #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); glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
#else #else
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)pcmd->IdxOffset); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
#endif #endif
} }
} }

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