change to imgui docker version
rename to work-calendar
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@@ -5,6 +5,7 @@
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// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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@@ -22,6 +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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
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// 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler.
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// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
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@@ -614,6 +616,9 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
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if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
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}
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static void ImGui_ImplSDLGPU3_InitMultiViewportSupport();
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static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
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bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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{
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ImGuiIO& io = ImGui::GetIO();
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@@ -626,12 +631,15 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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io.BackendRendererName = "imgui_impl_sdlgpu3";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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IM_ASSERT(info->Device != nullptr);
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IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
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bd->InitInfo = *info;
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ImGui_ImplSDLGPU3_InitMultiViewportSupport();
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return true;
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}
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@@ -641,10 +649,11 @@ void ImGui_ImplSDLGPU3_Shutdown()
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
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ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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IM_DELETE(bd);
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}
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@@ -657,4 +666,75 @@ void ImGui_ImplSDLGPU3_NewFrame()
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ImGui_ImplSDLGPU3_CreateDeviceObjects();
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}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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static void ImGui_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport)
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{
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ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
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SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
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SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window);
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viewport->RendererUserData = (void*)1;
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}
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static void ImGui_ImplSDLGPU3_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
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SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
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ImDrawData* draw_data = viewport->DrawData;
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SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(data->InitInfo.Device);
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SDL_GPUTexture* swapchain_texture;
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SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
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if (swapchain_texture != nullptr)
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{
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ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); // FIXME-OPT: Not optimal, may this be done earlier?
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SDL_GPUColorTargetInfo target_info = {};
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target_info.texture = swapchain_texture;
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target_info.clear_color = SDL_FColor{ 0.0f,0.0f,0.0f,1.0f };
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target_info.load_op = SDL_GPU_LOADOP_CLEAR;
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target_info.store_op = SDL_GPU_STOREOP_STORE;
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target_info.mip_level = 0;
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target_info.layer_or_depth_plane = 0;
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target_info.cycle = false;
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SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
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ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
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SDL_EndGPURenderPass(render_pass);
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}
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SDL_SubmitGPUCommandBuffer(command_buffer);
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}
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static void ImGui_ImplSDLGPU3_DestroyWindow(ImGuiViewport* viewport)
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{
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ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
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if (viewport->RendererUserData)
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{
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SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
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SDL_ReleaseWindowFromGPUDevice(data->InitInfo.Device, window);
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}
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viewport->RendererUserData = nullptr;
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}
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static void ImGui_ImplSDLGPU3_InitMultiViewportSupport()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_RenderWindow = ImGui_ImplSDLGPU3_RenderWindow;
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platform_io.Renderer_CreateWindow = ImGui_ImplSDLGPU3_CreateWindow;
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platform_io.Renderer_DestroyWindow = ImGui_ImplSDLGPU3_DestroyWindow;
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}
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static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport()
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{
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ImGui::DestroyPlatformWindows();
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}
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//-----------------------------------------------------------------------------
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#endif // #ifndef IMGUI_DISABLE
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