diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 46ff68912..9bc81bf81 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -28,7 +28,7 @@ jobs: VS_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\ MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\ steps: - - uses: actions/checkout@v5 + - uses: actions/checkout@v6 with: path: ${{ github.workspace }}/imgui @@ -274,7 +274,7 @@ jobs: working-directory: ${{ github.workspace }}/imgui steps: - - uses: actions/checkout@v5 + - uses: actions/checkout@v6 with: path: ${{ github.workspace }}/imgui @@ -514,7 +514,7 @@ jobs: working-directory: ${{ github.workspace }}/imgui steps: - - uses: actions/checkout@v5 + - uses: actions/checkout@v6 with: path: ${{ github.workspace }}/imgui @@ -596,7 +596,7 @@ jobs: name: Build - iOS steps: - - uses: actions/checkout@v5 + - uses: actions/checkout@v6 - name: Build example_apple_metal run: | @@ -608,7 +608,7 @@ jobs: name: Build - Emscripten steps: - - uses: actions/checkout@v5 + - uses: actions/checkout@v6 - name: Install Dependencies run: | @@ -651,7 +651,7 @@ jobs: name: Build - Android steps: - - uses: actions/checkout@v5 + - uses: actions/checkout@v6 - name: Build example_android_opengl3 run: | @@ -670,11 +670,11 @@ jobs: MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\ steps: - - uses: actions/checkout@v5 + - uses: actions/checkout@v6 with: path: ${{ github.workspace }}/imgui - - uses: actions/checkout@v5 + - uses: actions/checkout@v6 continue-on-error: true with: fetch-depth: 1 @@ -725,11 +725,11 @@ jobs: working-directory: ${{ github.workspace }}/imgui steps: - - uses: actions/checkout@v5 + - uses: actions/checkout@v6 with: path: ${{ github.workspace }}/imgui - - uses: actions/checkout@v5 + - uses: actions/checkout@v6 with: fetch-depth: 1 repository: ocornut/imgui_test_engine @@ -763,11 +763,11 @@ jobs: # working-directory: ${{ github.workspace }}/imgui # # steps: -# - uses: actions/checkout@v5 +# - uses: actions/checkout@v6 # with: # path: ${{ github.workspace }}/imgui # -# - uses: actions/checkout@v5 +# - uses: actions/checkout@v6 # with: # fetch-depth: 1 # repository: ocornut/imgui_test_engine diff --git a/.github/workflows/static-analysis.yml b/.github/workflows/static-analysis.yml index 53db04764..295628368 100644 --- a/.github/workflows/static-analysis.yml +++ b/.github/workflows/static-analysis.yml @@ -12,7 +12,7 @@ jobs: PVS-Studio: runs-on: ubuntu-latest steps: - - uses: actions/checkout@v4 + - uses: actions/checkout@v6 with: fetch-depth: 1 diff --git a/.gitignore b/.gitignore index 1aedcf779..a8b4e38e3 100644 --- a/.gitignore +++ b/.gitignore @@ -1,5 +1,7 @@ -## OSX artifacts +## Misc artifacts .DS_Store +.claude +.vscode ## Dear ImGui artifacts imgui.ini @@ -55,9 +57,6 @@ examples/example_sdl3_wgpu/web/* .idea cmake-build-* -## VS code artifacts -.vscode - ## Unix executables from our example Makefiles examples/example_apple_metal/example_apple_metal examples/example_apple_opengl2/example_apple_opengl2 diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp index 4ce8084cf..e352121d8 100644 --- a/backends/imgui_impl_allegro5.cpp +++ b/backends/imgui_impl_allegro5.cpp @@ -9,6 +9,7 @@ // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // Missing features or Issues: // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation. // [ ] Platform: Missing gamepad support. // [ ] Renderer: Multi-viewport support (multiple windows). @@ -22,6 +23,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported by Allegro5). (#9378) // 2025-09-18: Call platform_io.ClearRendererHandlers() and platform_io.ClearPlatformHandlers() on shutdown. // 2025-08-12: Inputs: fixed missing support for ImGuiKey_PrintScreen under Windows, as raw Allegro 5 does not receive it. // 2025-08-12: Added ImGui_ImplAllegro5_SetDisplay() function to change current ALLEGRO_DISPLAY, as Allegro applications often need to do that. @@ -137,7 +139,10 @@ static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) } } -// Render function. +// Draw callbacks +static void ImGui_ImplAllegro5_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. + +// Render function void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized @@ -153,6 +158,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) // Backup Allegro state that will be modified ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); int last_clip_x, last_clip_y, last_clip_w, last_clip_h; @@ -209,8 +215,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplAllegro5_DrawCallback_ResetRenderState) ImGui_ImplAllegro5_SetupRenderState(draw_data); else pcmd->UserCallback(draw_list, pcmd); @@ -487,11 +492,12 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) ImGui_ImplAllegro5_SetDisplay(display); -#if ALLEGRO_HAS_CLIPBOARD ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +#if ALLEGRO_HAS_CLIPBOARD platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; #endif + platform_io.DrawCallback_ResetRenderState = ImGui_ImplAllegro5_DrawCallback_ResetRenderState; return true; } @@ -525,7 +531,7 @@ void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display) if (bd->VertexDecl) { al_destroy_vertex_decl(bd->VertexDecl); - bd->VertexDecl = NULL; + bd->VertexDecl = nullptr; } if (bd->Display && !bd->VertexDecl) diff --git a/backends/imgui_impl_allegro5.h b/backends/imgui_impl_allegro5.h index a6e93ecf0..8ed7793eb 100644 --- a/backends/imgui_impl_allegro5.h +++ b/backends/imgui_impl_allegro5.h @@ -9,6 +9,7 @@ // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // Missing features or Issues: // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation. // [ ] Platform: Missing gamepad support. // [ ] Renderer: Multi-viewport support (multiple windows). @@ -39,7 +40,7 @@ IMGUI_IMPL_API void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display); IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex); #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp index cff86fd0f..4ac126346 100644 --- a/backends/imgui_impl_dx10.cpp +++ b/backends/imgui_impl_dx10.cpp @@ -17,7 +17,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: DirectX10: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX10_RenderState. (#9378) +// 2026-01-19: DirectX10: Added 'SamplerNearest' in ImGui_ImplDX10_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'. // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. // 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). @@ -77,6 +79,7 @@ struct ImGui_ImplDX10_Data ID3D10Buffer* pVertexConstantBuffer; ID3D10PixelShader* pPixelShader; ID3D10SamplerState* pTexSamplerLinear; + ID3D10SamplerState* pTexSamplerNearest; ID3D10RasterizerState* pRasterizerState; ID3D10BlendState* pBlendState; ID3D10DepthStencilState* pDepthStencilState; @@ -157,6 +160,11 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device->RSSetState(bd->pRasterizerState); } +// Draw callbacks +static void ImGui_ImplDX10_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplDX10_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); } +static void ImGui_ImplDX10_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); } + // Render function void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { @@ -181,7 +189,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D10_BUFFER_DESC desc = {}; desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); + desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; @@ -195,7 +203,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D10_BUFFER_DESC desc = {}; desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); + desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) @@ -264,7 +272,6 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGui_ImplDX10_RenderState render_state; render_state.Device = bd->pd3dDevice; - render_state.SamplerDefault = bd->pTexSamplerLinear; render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; platform_io.Renderer_RenderState = &render_state; @@ -282,8 +289,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplDX10_DrawCallback_ResetRenderState) ImGui_ImplDX10_SetupRenderState(draw_data, device); else pcmd->UserCallback(draw_list, pcmd); @@ -571,6 +577,8 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.MinLOD = 0.f; desc.MaxLOD = 0.f; bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest); } return true; @@ -587,6 +595,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() if (tex->RefCount == 1) ImGui_ImplDX10_DestroyTexture(tex); if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; } + if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } @@ -614,6 +623,9 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; + platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX10_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX10_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX10_DrawCallback_SetSamplerNearest; // Get factory from device IDXGIDevice* pDXGIDevice = nullptr; diff --git a/backends/imgui_impl_dx10.h b/backends/imgui_impl_dx10.h index 815113120..d632d0e5c 100644 --- a/backends/imgui_impl_dx10.h +++ b/backends/imgui_impl_dx10.h @@ -33,7 +33,7 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex); // [BETA] Selected render state data shared with callbacks. @@ -42,8 +42,9 @@ IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex); struct ImGui_ImplDX10_RenderState { ID3D10Device* Device; - ID3D10SamplerState* SamplerDefault; ID3D10Buffer* VertexConstantBuffer; + //ID3D10SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear) + //ID3D10SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest) }; #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp index d6b99a9f6..f16a31d6d 100644 --- a/backends/imgui_impl_dx11.cpp +++ b/backends/imgui_impl_dx11.cpp @@ -18,7 +18,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: DirectX11: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX11_RenderState. (#9378) +// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'. // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. // 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). @@ -81,11 +83,13 @@ struct ImGui_ImplDX11_Data ID3D11Buffer* pVertexConstantBuffer; ID3D11PixelShader* pPixelShader; ID3D11SamplerState* pTexSamplerLinear; + ID3D11SamplerState* pTexSamplerNearest; ID3D11RasterizerState* pRasterizerState; ID3D11BlendState* pBlendState; ID3D11DepthStencilState* pDepthStencilState; int VertexBufferSize; int IndexBufferSize; + ImGui_ImplDX11_RenderState* RenderState; // == (ImGui_ImplDX11_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState during rendering. ImVector SwapChainDescsForViewports; ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } @@ -165,6 +169,11 @@ static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11D device_ctx->RSSetState(bd->pRasterizerState); } +// Draw callbacks +static void ImGui_ImplDX11_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplDX11_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); } +static void ImGui_ImplDX11_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); } + // Render function void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { @@ -189,7 +198,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D11_BUFFER_DESC desc = {}; desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); + desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; @@ -202,7 +211,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D11_BUFFER_DESC desc = {}; desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); + desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) @@ -280,9 +289,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ImGui_ImplDX11_RenderState render_state; render_state.Device = bd->pd3dDevice; render_state.DeviceContext = bd->pd3dDeviceContext; - render_state.SamplerDefault = bd->pTexSamplerLinear; render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; - platform_io.Renderer_RenderState = &render_state; + platform_io.Renderer_RenderState = bd->RenderState = &render_state; // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) @@ -298,8 +306,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplDX11_DrawCallback_ResetRenderState) ImGui_ImplDX11_SetupRenderState(draw_data, device); else pcmd->UserCallback(draw_list, pcmd); @@ -325,7 +332,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) global_idx_offset += draw_list->IdxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size; } - platform_io.Renderer_RenderState = nullptr; + platform_io.Renderer_RenderState = bd->RenderState = nullptr; // Restore modified DX state device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); @@ -588,6 +595,8 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.MinLOD = 0.f; desc.MaxLOD = 0.f; bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest); } return true; @@ -605,6 +614,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() ImGui_ImplDX11_DestroyTexture(tex); if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; } + if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } @@ -632,6 +642,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; + platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX11_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX11_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX11_DrawCallback_SetSamplerNearest; // Get factory from device IDXGIDevice* pDXGIDevice = nullptr; diff --git a/backends/imgui_impl_dx11.h b/backends/imgui_impl_dx11.h index 6f7798d76..c75652e10 100644 --- a/backends/imgui_impl_dx11.h +++ b/backends/imgui_impl_dx11.h @@ -35,7 +35,7 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex); // [BETA] Selected render state data shared with callbacks. @@ -45,8 +45,9 @@ struct ImGui_ImplDX11_RenderState { ID3D11Device* Device; ID3D11DeviceContext* DeviceContext; - ID3D11SamplerState* SamplerDefault; ID3D11Buffer* VertexConstantBuffer; + //ID3D11SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear) + //ID3D11SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest) }; #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index 647d8d8de..d675b710d 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -22,7 +22,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) // 2025-10-23: [Docking] DirectX12: Fixed an issue in synchronization logic improving rendering throughput for secondary viewports. (#8961, #9025) // 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002) // 2025-09-29: DirectX12: Rework synchronization logic. (#8961) @@ -95,10 +96,14 @@ struct ImGui_ImplDX12_Texture struct ImGui_ImplDX12_Data { ImGui_ImplDX12_InitInfo InitInfo; + ImGui_ImplDX12_RenderState* RenderState; + IDXGIFactory5* pdxgiFactory; ID3D12Device* pd3dDevice; - ID3D12RootSignature* pRootSignature; - ID3D12PipelineState* pPipelineState; + ID3D12RootSignature* pRootSignatureLinear; + ID3D12RootSignature* pRootSignatureNearest; + ID3D12PipelineState* pPipelineStateLinear; + ID3D12PipelineState* pPipelineStateNearest; ID3D12CommandQueue* pCommandQueue; bool commandQueueOwned; DXGI_FORMAT RTVFormat; @@ -216,10 +221,22 @@ static void ImGui_ImplDX12_InitMultiViewportSupport(); static void ImGui_ImplDX12_ShutdownMultiViewportSupport(); // Functions -static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr) +static void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + command_list->SetPipelineState(bd->pPipelineStateLinear); + command_list->SetGraphicsRootSignature(bd->pRootSignatureLinear); +} +static void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + command_list->SetPipelineState(bd->pPipelineStateNearest); + command_list->SetGraphicsRootSignature(bd->pRootSignatureNearest); +} + +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr) +{ // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; @@ -257,12 +274,11 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic command_list->IASetVertexBuffers(0, 1, &vbv); D3D12_INDEX_BUFFER_VIEW ibv = {}; ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); - ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); + ibv.SizeInBytes = (UINT)fr->IndexBufferSize * sizeof(ImDrawIdx); ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; command_list->IASetIndexBuffer(&ibv); command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - command_list->SetPipelineState(bd->pPipelineState); - command_list->SetGraphicsRootSignature(bd->pRootSignature); + ImGui_ImplDX12_SetupSamplerLinear(command_list); command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); // Setup blend factor @@ -278,6 +294,11 @@ static inline void SafeRelease(T*& res) res = nullptr; } +// Draw callbacks +static void ImGui_ImplDX12_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplDX12_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerLinear(bd->RenderState->CommandList); } +static void ImGui_ImplDX12_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerNearest(bd->RenderState->CommandList); } + // Render function void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list) { @@ -376,7 +397,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL ImGui_ImplDX12_RenderState render_state; render_state.Device = bd->pd3dDevice; render_state.CommandList = command_list; - platform_io.Renderer_RenderState = &render_state; + platform_io.Renderer_RenderState = bd->RenderState = &render_state; // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) @@ -393,7 +414,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplDX12_DrawCallback_ResetRenderState) ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); else pcmd->UserCallback(draw_list, pcmd); @@ -420,7 +441,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL global_idx_offset += draw_list->IdxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size; } - platform_io.Renderer_RenderState = nullptr; + platform_io.Renderer_RenderState = bd->RenderState = nullptr; } static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex) @@ -631,7 +652,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); if (!bd || !bd->pd3dDevice) return false; - if (bd->pPipelineState) + if (bd->pPipelineStateLinear) ImGui_ImplDX12_InvalidateDeviceObjects(); HRESULT hr = ::CreateDXGIFactory1(IID_PPV_ARGS(&bd->pdxgiFactory)); @@ -720,7 +741,15 @@ bool ImGui_ImplDX12_CreateDeviceObjects() if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) return false; - bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureLinear)); + blob->Release(); + + // Nearest sampler + staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; + if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) + return false; + + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureNearest)); blob->Release(); } @@ -733,7 +762,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; psoDesc.NodeMask = 1; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; - psoDesc.pRootSignature = bd->pRootSignature; + psoDesc.pRootSignature = bd->pRootSignatureLinear; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; psoDesc.RTVFormats[0] = bd->RTVFormat; @@ -856,7 +885,17 @@ bool ImGui_ImplDX12_CreateDeviceObjects() desc.BackFace = desc.FrontFace; } - HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); + HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateLinear)); + if (result_pipeline_state != S_OK) + { + vertexShaderBlob->Release(); + pixelShaderBlob->Release(); + return false; + } + + psoDesc.pRootSignature = bd->pRootSignatureNearest; + + result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateNearest)); vertexShaderBlob->Release(); pixelShaderBlob->Release(); if (result_pipeline_state != S_OK) @@ -896,8 +935,11 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() if (bd->commandQueueOwned) SafeRelease(bd->pCommandQueue); bd->commandQueueOwned = false; - SafeRelease(bd->pRootSignature); - SafeRelease(bd->pPipelineState); + SafeRelease(bd->pRootSignatureLinear); + SafeRelease(bd->pRootSignatureNearest); + SafeRelease(bd->pPipelineStateLinear); + SafeRelease(bd->pPipelineStateNearest); + if (bd->pTexUploadBufferMapped) { D3D12_RANGE range = { 0, bd->pTexUploadBufferSize }; @@ -951,7 +993,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) init_info = &bd->InitInfo; bd->pd3dDevice = init_info->Device; - IM_ASSERT(init_info->CommandQueue != NULL); + IM_ASSERT(init_info->CommandQueue != nullptr); bd->pCommandQueue = init_info->CommandQueue; bd->RTVFormat = init_info->RTVFormat; bd->DSVFormat = init_info->DSVFormat; @@ -973,6 +1015,11 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX12_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX12_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX12_DrawCallback_SetSamplerNearest; + #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (init_info->SrvDescriptorAllocFn == nullptr) ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info); @@ -1005,6 +1052,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO bool ret = ImGui_ImplDX12_Init(&init_info); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); bd->commandQueueOwned = true; + ImGuiIO& io = ImGui::GetIO(); io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures. @@ -1045,7 +1093,7 @@ void ImGui_ImplDX12_NewFrame() ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?"); - if (!bd->pPipelineState) + if (!bd->pPipelineStateLinear) if (!ImGui_ImplDX12_CreateDeviceObjects()) IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!"); } diff --git a/backends/imgui_impl_dx12.h b/backends/imgui_impl_dx12.h index 83f6fb156..97dcc0f7e 100644 --- a/backends/imgui_impl_dx12.h +++ b/backends/imgui_impl_dx12.h @@ -25,6 +25,12 @@ #include // DXGI_FORMAT #include // D3D12_CPU_DESCRIPTOR_HANDLE +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#endif + // Initialization data, for ImGui_ImplDX12_Init() struct ImGui_ImplDX12_InitInfo { @@ -45,7 +51,7 @@ struct ImGui_ImplDX12_InitInfo D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor; #endif - ImGui_ImplDX12_InitInfo() { memset(this, 0, sizeof(*this)); } + ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); } }; // Follow "Getting Started" link and check examples/ folder to learn about using backends! @@ -65,7 +71,7 @@ IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex); // [BETA] Selected render state data shared with callbacks. @@ -77,4 +83,8 @@ struct ImGui_ImplDX12_RenderState ID3D12GraphicsCommandList* CommandList; }; +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp index d2a3567b6..3eef0e3e8 100644 --- a/backends/imgui_impl_dx9.cpp +++ b/backends/imgui_impl_dx9.cpp @@ -18,7 +18,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-03-19: Fixed issue in ImGui_ImplDX9_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310) // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. // 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. @@ -169,6 +171,11 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) } } +// Draw callbacks +static void ImGui_ImplDX9_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplDX9_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); } +static void ImGui_ImplDX9_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); } + // Render function. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) { @@ -191,14 +198,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) { if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) + if (device->CreateVertexBuffer((UINT)bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) return; } if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; - if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) + if (device->CreateIndexBuffer((UINT)bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) return; } @@ -276,8 +283,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplDX9_DrawCallback_ResetRenderState) ImGui_ImplDX9_SetupRenderState(draw_data); else pcmd->UserCallback(draw_list, pcmd); @@ -337,50 +343,6 @@ static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMA return support; } -bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) -{ - ImGuiIO& io = ImGui::GetIO(); - IMGUI_CHECKVERSION(); - IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - - // Setup backend capabilities flags - ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); - io.BackendRendererUserData = (void*)bd; - io.BackendRendererName = "imgui_impl_dx9"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096; - - bd->pd3dDevice = device; - bd->pd3dDevice->AddRef(); - bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); - - ImGui_ImplDX9_InitMultiViewportSupport(); - - return true; -} - -void ImGui_ImplDX9_Shutdown() -{ - ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - - ImGui_ImplDX9_ShutdownMultiViewportSupport(); - ImGui_ImplDX9_InvalidateDeviceObjects(); - if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } - - io.BackendRendererName = nullptr; - io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); - platform_io.ClearRendererHandlers(); - IM_DELETE(bd); -} - // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) { @@ -448,14 +410,15 @@ void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex) } else if (tex->Status == ImTextureStatus_WantDestroy) { - if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID) - { - IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex); - backend_tex->Release(); + if (tex->TexID != ImTextureID_Invalid) + if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID) + { + IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex); + backend_tex->Release(); - // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) - tex->SetTexID(ImTextureID_Invalid); - } + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + } tex->SetStatus(ImTextureStatus_Destroyed); } } @@ -494,6 +457,53 @@ void ImGui_ImplDX9_NewFrame() IM_UNUSED(bd); } +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096; + platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX9_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX9_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX9_DrawCallback_SetSamplerNearest; + + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); + bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); + + ImGui_ImplDX9_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplDX9_ShutdownMultiViewportSupport(); + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. diff --git a/backends/imgui_impl_dx9.h b/backends/imgui_impl_dx9.h index 09f1d30de..59762e6d1 100644 --- a/backends/imgui_impl_dx9.h +++ b/backends/imgui_impl_dx9.h @@ -32,7 +32,7 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex); #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index 81a8da463..967c0d4ed 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -31,7 +31,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-21: Added a Win32-specific implementation of ImGui_ImplGlfw_GetContentScaleXXXX functions for legacy GLFW 3.2. +// 2026-03-25: Mouse cursor is properly restored if changed by user app/code while using glfwSetInputMode(..., GLFW_CURSOR_DISABLED) or ImGuiConfigFlags_NoMouseCursorChange. Amend change from 2025-12-10. +// 2026-02-10: Try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if corresponding headers are not accessible. (#9225) +// 2026-01-25: [Docking] Improve workarounds for cases where GLFW is unable to provide any reliable monitor info. Preserve existing monitor list when none of the new one is valid. (#9195, #7902, #5683) // 2026-01-18: [Docking] Dynamically load X11 functions to avoid -lx11 linking requirement introduced on 2025-09-10. // 2025-12-12: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to forcefully disable either. // 2025-12-10: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary. Lowers overhead for very high framerates (e.g. 10k+ FPS). @@ -121,6 +125,15 @@ #pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe #endif +#if defined(__has_include) +#if !__has_include() || !__has_include() +#define IMGUI_IMPL_GLFW_DISABLE_X11 +#endif +#if !__has_include() +#define IMGUI_IMPL_GLFW_DISABLE_WAYLAND +#endif +#endif + // GLFW #if !defined(IMGUI_IMPL_GLFW_DISABLE_X11) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)) #define GLFW_HAS_X11 1 @@ -307,10 +320,10 @@ static bool ImGui_ImplGlfw_IsWayland() return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND; #else const char* version = glfwGetVersionString(); - if (strstr(version, "Wayland") == NULL) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland + if (strstr(version, "Wayland") == nullptr) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland return false; #ifdef GLFW_EXPOSE_NATIVE_X11 - if (glfwGetX11Display() != NULL) + if (glfwGetX11Display() != nullptr) return false; #endif return true; @@ -982,7 +995,10 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + { + bd->LastMouseCursor = nullptr; // Invalidate so that if user changes underlying cursor we will update it next time we can. return; + } ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); @@ -1071,13 +1087,10 @@ static void ImGui_ImplGlfw_UpdateGamepads() static void ImGui_ImplGlfw_UpdateMonitors() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - int monitors_count = 0; GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); - if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683) - return; - platform_io.Monitors.resize(0); + bool updated_monitors = false; for (int n = 0; n < monitors_count; n++) { ImGuiPlatformMonitor monitor; @@ -1086,6 +1099,8 @@ static void ImGui_ImplGlfw_UpdateMonitors() const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); if (vid_mode == nullptr) continue; // Failed to get Video mode (e.g. Emscripten does not support this function) + if (vid_mode->width <= 0 || vid_mode->height <= 0) + continue; // Failed to query suitable monitor info (#9195) monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); #if GLFW_HAS_MONITOR_WORK_AREA @@ -1099,13 +1114,29 @@ static void ImGui_ImplGlfw_UpdateMonitors() #endif float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]); if (scale == 0.0f) - continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0 (#7902) monitor.DpiScale = scale; monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes" + + // Preserve existing monitor list until a valid one is added. + // Happens on macOS sleeping (#5683) and seemingly occasionally on Windows (#9195) + if (!updated_monitors) + platform_io.Monitors.resize(0); + updated_monitors = true; platform_io.Monitors.push_back(monitor); } } +// For GFLW 3.2 + Windows: include a simplified non-monitor aware version of ImGui_ImplWin32_GetDpiScaleForMonitor(). +// This is merely a band-aid to make using GLFW 3.2 a little bit nicer, but prefer to use GLFW 3.3+ or the full correct functions from the Win32 backend. +#if !GLFW_HAS_PER_MONITOR_DPI && defined(_WIN32) && !defined(NOGDI) +static float ImGui_ImplWin32_GetLegacyDpiScale() { const HDC dc = ::GetDC(nullptr); UINT xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); ::ReleaseDC(nullptr, dc); return (float)xdpi / 96.0f; } +static void glfwGetWindowContentScale(GLFWwindow*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); } +static void glfwGetMonitorContentScale(GLFWmonitor*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); } +#undef GLFW_HAS_PER_MONITOR_DPI +#define GLFW_HAS_PER_MONITOR_DPI 1 +#endif + // - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend. // - Apple platforms use FramebufferScale so we always return 1.0f. // - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle. @@ -1175,7 +1206,7 @@ void ImGui_ImplGlfw_NewFrame() // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) double current_time = glfwGetTime(); if (current_time <= bd->Time) - current_time = bd->Time + 0.00001f; + current_time = bd->Time + 0.00001; io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); bd->Time = current_time; diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h index b625961b1..c3dcfa79a 100644 --- a/backends/imgui_impl_glfw.h +++ b/backends/imgui_impl_glfw.h @@ -50,7 +50,7 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* wi IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); -// GFLW callbacks options: +// GLFW callbacks options: // - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user) IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); diff --git a/backends/imgui_impl_metal.h b/backends/imgui_impl_metal.h index 430bba8f0..586b0d371 100644 --- a/backends/imgui_impl_metal.h +++ b/backends/imgui_impl_metal.h @@ -40,7 +40,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); #endif @@ -68,7 +68,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); #endif diff --git a/backends/imgui_impl_metal.mm b/backends/imgui_impl_metal.mm index 2ce95223f..0c12392a3 100644 --- a/backends/imgui_impl_metal.mm +++ b/backends/imgui_impl_metal.mm @@ -17,7 +17,12 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-28: Added support for standard draw callbacks (in platform_io): DrawCallback_SetSamplerLinear and DrawCallback_SetSamplerNearest. (#9378, #9381) +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others are not yet supported). (#9378) +// 2026-04-14: Metal: use a dedicated bufferCacheLock to avoid crashing when bufferCache is replaced by a new object while being used for @synchronize(). (#9367) +// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343) +// 2026-03-19: Fixed issue in ImGui_ImplMetal_RenderDrawData() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310) // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture(). // 2025-02-03: Metal: Crash fix. (#8367) @@ -81,9 +86,12 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); @interface MetalContext : NSObject @property (nonatomic, strong) id device; @property (nonatomic, strong) id depthStencilState; +@property (nonatomic, strong) id samplerStateLinear; +@property (nonatomic, strong) id samplerStateNearest; @property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient @property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors @property (nonatomic, strong) NSMutableArray* bufferCache; +@property (nonatomic, strong) NSObject* bufferCacheLock; @property (nonatomic, assign) double lastBufferCachePurge; - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; - (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device; @@ -92,6 +100,7 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); struct ImGui_ImplMetal_Data { MetalContext* SharedMetalContext; + id RenderCommandEncoder; ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -134,45 +143,6 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) #pragma mark - Dear ImGui Metal Backend API -bool ImGui_ImplMetal_Init(id device) -{ - ImGuiIO& io = ImGui::GetIO(); - IMGUI_CHECKVERSION(); - IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - - ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)(); - io.BackendRendererUserData = (void*)bd; - io.BackendRendererName = "imgui_impl_metal"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - - bd->SharedMetalContext = [[MetalContext alloc] init]; - bd->SharedMetalContext.device = device; - - ImGui_ImplMetal_InitMultiViewportSupport(); - - return true; -} - -void ImGui_ImplMetal_Shutdown() -{ - ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - IM_UNUSED(bd); - IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - - ImGui_ImplMetal_ShutdownMultiViewportSupport(); - ImGui_ImplMetal_DestroyDeviceObjects(); - ImGui_ImplMetal_DestroyBackendData(); - - io.BackendRendererName = nullptr; - io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); - platform_io.ClearRendererHandlers(); -} - void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); @@ -225,11 +195,16 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, idSharedMetalContext.samplerStateLinear atIndex:0]; - [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; - [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; + [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:vertexBufferOffset atIndex:0]; } +// Draw callbacks +static void ImGui_ImplMetal_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplMetal_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0]; } +static void ImGui_ImplMetal_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateNearest atIndex:0]; } + // Metal Render function. void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id commandBuffer, id commandEncoder) { @@ -266,6 +241,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; + bd->RenderCommandEncoder = commandEncoder; ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); // Will project scissor/clipping rectangles into framebuffer space @@ -286,8 +262,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplMetal_DrawCallback_ResetRenderState) ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); else pcmd->UserCallback(draw_list, pcmd); @@ -301,8 +276,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id // Clamp to viewport as setScissorRect() won't accept values that are off bounds if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } - if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } - if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this @@ -319,7 +294,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id [commandEncoder setScissorRect:scissorRect]; // Bind texture, Draw - if (ImTextureID tex_id = pcmd->GetTexID()) + ImTextureID tex_id = pcmd->GetTexID(); + if (tex_id != ImTextureID_Invalid) [commandEncoder setFragmentTexture:(__bridge id)(void*)(intptr_t)(tex_id) atIndex:0]; [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; @@ -338,14 +314,13 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id MetalContext* sharedMetalContext = bd->SharedMetalContext; [commandBuffer addCompletedHandler:^(id) { - dispatch_async(dispatch_get_main_queue(), ^{ - @synchronized(sharedMetalContext.bufferCache) - { - [sharedMetalContext.bufferCache addObject:vertexBuffer]; - [sharedMetalContext.bufferCache addObject:indexBuffer]; - } - }); + @synchronized(sharedMetalContext.bufferCacheLock) + { + [sharedMetalContext.bufferCache addObject:vertexBuffer]; + [sharedMetalContext.bufferCache addObject:indexBuffer]; + } }]; + bd->RenderCommandEncoder = nil; } static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex) @@ -422,8 +397,19 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id device) depthStencilDescriptor.depthWriteEnabled = NO; depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; + MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init]; + samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear; + samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear; + samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear; + bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor]; + samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest; + samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest; + samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest; + bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor]; + ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); #ifdef IMGUI_IMPL_METAL_CPP + [samplerDescriptor release]; [depthStencilDescriptor release]; #endif @@ -441,6 +427,52 @@ void ImGui_ImplMetal_DestroyDeviceObjects() ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; + bd->SharedMetalContext.samplerStateLinear = nil; + bd->SharedMetalContext.samplerStateNearest = nil; +} + +bool ImGui_ImplMetal_Init(id device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_metal"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal_DrawCallback_SetSamplerNearest; + + bd->SharedMetalContext = [[MetalContext alloc] init]; + bd->SharedMetalContext.device = device; + + ImGui_ImplMetal_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplMetal_Shutdown() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_UNUSED(bd); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplMetal_ShutdownMultiViewportSupport(); + ImGui_ImplMetal_DestroyDeviceObjects(); + ImGui_ImplMetal_DestroyBackendData(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); } #pragma mark - Multi-viewport support @@ -670,6 +702,7 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() { self.renderPipelineStateCache = [NSMutableDictionary dictionary]; self.bufferCache = [NSMutableArray array]; + self.bufferCacheLock = [[NSObject alloc] init]; _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); } return self; @@ -677,9 +710,9 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device { - uint64_t now = GetMachAbsoluteTimeInSeconds(); + double now = GetMachAbsoluteTimeInSeconds(); - @synchronized(self.bufferCache) + @synchronized(self.bufferCacheLock) { // Purge old buffers that haven't been useful for a while if (now - self.lastBufferCachePurge > 1.0) @@ -746,9 +779,9 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() "}\n" "\n" "fragment half4 fragment_main(VertexOut in [[stage_in]],\n" - " texture2d texture [[texture(0)]]) {\n" - " constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n" - " half4 texColor = texture.sample(linearSampler, in.texCoords);\n" + " texture2d texture [[texture(0)]],\n" + " sampler textureSampler [[sampler(0)]]) {\n" + " half4 texColor = texture.sample(textureSampler, in.texCoords);\n" " return half4(in.color) * texColor;\n" "}\n"; diff --git a/backends/imgui_impl_opengl2.cpp b/backends/imgui_impl_opengl2.cpp index c89b83c97..b6af8f70c 100644 --- a/backends/imgui_impl_opengl2.cpp +++ b/backends/imgui_impl_opengl2.cpp @@ -7,6 +7,7 @@ // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features or Issues: // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler(). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -26,7 +27,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295) // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. // 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802) // 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture(). @@ -87,6 +90,9 @@ // OpenGL data struct ImGui_ImplOpenGL2_Data { + bool UseTexParameterToSetSampler; + GLuint NextSampler; + ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -102,41 +108,6 @@ static void ImGui_ImplOpenGL2_InitMultiViewportSupport(); static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); // Functions -bool ImGui_ImplOpenGL2_Init() -{ - ImGuiIO& io = ImGui::GetIO(); - IMGUI_CHECKVERSION(); - IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - - // Setup backend capabilities flags - ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); - io.BackendRendererUserData = (void*)bd; - io.BackendRendererName = "imgui_impl_opengl2"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - - ImGui_ImplOpenGL2_InitMultiViewportSupport(); - - return true; -} - -void ImGui_ImplOpenGL2_Shutdown() -{ - ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); - IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - - ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); - ImGui_ImplOpenGL2_DestroyDeviceObjects(); - - io.BackendRendererName = nullptr; - io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); - platform_io.ClearRendererHandlers(); - IM_DELETE(bd); -} - void ImGui_ImplOpenGL2_NewFrame() { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); @@ -147,6 +118,7 @@ void ImGui_ImplOpenGL2_NewFrame() static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) { // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha @@ -164,6 +136,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glShadeModel(GL_SMOOTH); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + bd->NextSampler = GL_LINEAR; // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. @@ -188,12 +161,18 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid glLoadIdentity(); } +// Draw callbacks +static void ImGui_ImplOpenGL2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } +static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } + // OpenGL2 Render function. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. // This is in order to be able to run within an OpenGL engine that doesn't do so. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width == 0 || fb_height == 0) @@ -237,8 +216,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplOpenGL2_DrawCallback_ResetRenderState) ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); else pcmd->UserCallback(draw_list, pcmd); @@ -255,7 +233,17 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); // Bind texture, Draw - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); + GLuint pcmd_texture = (GLuint)(intptr_t)pcmd->GetTexID(); + glBindTexture(GL_TEXTURE_2D, pcmd_texture); + + // Emulate sampler change (even though it is technically part of texture data) + // As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly. + if (bd->UseTexParameterToSetSampler) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler); + } + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); } } @@ -284,7 +272,7 @@ void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex) { // Create and upload new texture to graphics system //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); - IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); const void* pixels = tex->GetPixels(); GLuint gl_texture_id = 0; @@ -353,6 +341,45 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects() } } +bool ImGui_ImplOpenGL2_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl2"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGui_ImplOpenGL2_InitMultiViewportSupport(); + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL2_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest; + + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); + ImGui_ImplOpenGL2_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT diff --git a/backends/imgui_impl_opengl2.h b/backends/imgui_impl_opengl2.h index def65c8d9..f41138d0c 100644 --- a/backends/imgui_impl_opengl2.h +++ b/backends/imgui_impl_opengl2.h @@ -7,6 +7,7 @@ // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features or Issues: // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler(). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -38,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex); #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index a21b0cd4d..a66b827ce 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -24,7 +24,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295) // 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112) // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. // 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792) @@ -43,7 +45,7 @@ // 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375) // 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333) // 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) -// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) +// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns nullptr. (#6154, #4445, #3530) // 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) // 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. @@ -253,6 +255,12 @@ struct ImGui_ImplOpenGL3_Data bool HasBindSampler; bool HasClipOrigin; bool UseBufferSubData; + bool UseTexParameterToSetSampler; + GLuint NextSampler; // Used if !HasBindSampler && UseTexParameterToSetSampler. +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + GLuint TexSamplers[2]; // Used if HasBindSimpler. (0=linear, 1=nearest) +#endif + ImVector TempBuffer; ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } @@ -317,143 +325,6 @@ static void ImGui_ImplOpenGL3_ShutdownLoader() } // Functions -bool ImGui_ImplOpenGL3_Init(const char* glsl_version) -{ - ImGuiIO& io = ImGui::GetIO(); - IMGUI_CHECKVERSION(); - IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - - // Initialize loader - if (!ImGui_ImplOpenGL3_InitLoader()) - return false; - - // Setup backend capabilities flags - ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); - io.BackendRendererUserData = (void*)bd; - io.BackendRendererName = "imgui_impl_opengl3"; - - // Query for GL version (e.g. 320 for GL 3.2) - const char* gl_version_str = (const char*)glGetString(GL_VERSION); -#if defined(IMGUI_IMPL_OPENGL_ES2) - // GLES 2 - bd->GlVersion = 200; - bd->GlProfileIsES2 = true; - IM_UNUSED(gl_version_str); -#else - // Desktop or GLES 3 - GLint major = 0; - GLint minor = 0; - glGetIntegerv(GL_MAJOR_VERSION, &major); - glGetIntegerv(GL_MINOR_VERSION, &minor); - if (major == 0 && minor == 0) - sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "." - bd->GlVersion = (GLuint)(major * 100 + minor * 10); - glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize); - -#if defined(IMGUI_IMPL_OPENGL_ES3) - bd->GlProfileIsES3 = true; -#else - if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0) - bd->GlProfileIsES3 = true; -#endif - -#if defined(GL_CONTEXT_PROFILE_MASK) - if (!bd->GlProfileIsES3 && bd->GlVersion >= 320) - glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); - bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; -#endif - - bd->UseBufferSubData = false; - /* - // Query vendor to enable glBufferSubData kludge -#ifdef _WIN32 - if (const char* vendor = (const char*)glGetString(GL_VENDOR)) - if (strncmp(vendor, "Intel", 5) == 0) - bd->UseBufferSubData = true; -#endif - */ -#endif - -#ifdef IMGUI_IMPL_OPENGL_DEBUG - printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] -#endif - -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (bd->GlVersion >= 320) - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. -#endif - io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize; - - // Store GLSL version string so we can refer to it later in case we recreate shaders. - // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. - if (glsl_version == nullptr) - { -#if defined(IMGUI_IMPL_OPENGL_ES2) - glsl_version = "#version 100"; -#elif defined(IMGUI_IMPL_OPENGL_ES3) - glsl_version = "#version 300 es"; -#elif defined(__APPLE__) - glsl_version = "#version 150"; -#else - glsl_version = "#version 130"; -#endif - } - IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString)); - strcpy(bd->GlslVersionString, glsl_version); - strcat(bd->GlslVersionString, "\n"); - - // Make an arbitrary GL call (we don't actually need the result) - // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! - GLint current_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); - - // Detect extensions we support -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE - bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3); -#endif -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3); -#endif - bd->HasClipOrigin = (bd->GlVersion >= 450); -#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS - GLint num_extensions = 0; - glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); - for (GLint i = 0; i < num_extensions; i++) - { - const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); - if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) - bd->HasClipOrigin = true; - } -#endif - - ImGui_ImplOpenGL3_InitMultiViewportSupport(); - - return true; -} - -void ImGui_ImplOpenGL3_Shutdown() -{ - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - - ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); - ImGui_ImplOpenGL3_DestroyDeviceObjects(); - - io.BackendRendererName = nullptr; - io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); - platform_io.ClearRendererHandlers(); - IM_DELETE(bd); - - ImGui_ImplOpenGL3_ShutdownLoader(); -} - void ImGui_ImplOpenGL3_NewFrame() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); @@ -520,7 +391,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER if (bd->HasBindSampler) - glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. + glBindSampler(0, bd->TexSamplers[0]); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. #endif (void)vertex_array_object; @@ -539,6 +410,16 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col))); } +// Draw callbacks +static void ImGui_ImplOpenGL3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER +static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[0]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } } +static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[1]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } } +#else +static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } +static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } +#endif + // OpenGL3 Render function. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. // This is in order to be able to run within an OpenGL engine that doesn't do so. @@ -653,8 +534,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplOpenGL3_DrawCallback_ResetRenderState) ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); else pcmd->UserCallback(draw_list, pcmd); @@ -672,6 +552,15 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Bind texture, Draw GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); + + // Emulate sampler change (even though it is technically part of texture data) + // As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly. + if (!bd->HasBindSampler && bd->UseTexParameterToSetSampler) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler); + } + #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (bd->GlVersion >= 320) GL_CALL(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)); @@ -754,7 +643,7 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex) { // Create and upload new texture to graphics system //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); - IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); const void* pixels = tex->GetPixels(); GLuint gl_texture_id = 0; @@ -1037,6 +926,20 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() glGenBuffers(1, &bd->VboHandle); glGenBuffers(1, &bd->ElementsHandle); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->HasBindSampler) + { + glGenSamplers(2, &bd->TexSamplers[0]); + for (int sampler_n = 0; sampler_n < 2; sampler_n++) + { + GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MIN_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST)); + GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MAG_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST)); + GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); + GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); + } + } +#endif + // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); @@ -1054,6 +957,9 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects() { ImGui_ImplOpenGL3_InitLoader(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->TexSamplers[0]) { glDeleteSamplers(2, &bd->TexSamplers[0]); bd->TexSamplers[0] = bd->TexSamplers[1] = 0; } +#endif if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } @@ -1064,6 +970,146 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects() ImGui_ImplOpenGL3_DestroyTexture(tex); } +bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Initialize loader + if (!ImGui_ImplOpenGL3_InitLoader()) + return false; + + // Setup backend capabilities flags + ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl3"; + + // Query for GL version (e.g. 320 for GL 3.2) + const char* gl_version_str = (const char*)glGetString(GL_VERSION); +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GLES 2 + bd->GlVersion = 200; + bd->GlProfileIsES2 = true; + IM_UNUSED(gl_version_str); +#else + // Desktop or GLES 3 + GLint major = 0; + GLint minor = 0; + glGetIntegerv(GL_MAJOR_VERSION, &major); + glGetIntegerv(GL_MINOR_VERSION, &minor); + if (major == 0 && minor == 0) + sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "." + bd->GlVersion = (GLuint)(major * 100 + minor * 10); + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize); + +#if defined(IMGUI_IMPL_OPENGL_ES3) + bd->GlProfileIsES3 = true; +#else + if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0) + bd->GlProfileIsES3 = true; +#endif + +#if defined(GL_CONTEXT_PROFILE_MASK) + if (!bd->GlProfileIsES3 && bd->GlVersion >= 320) + glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); + bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; +#endif + + bd->UseBufferSubData = false; + /* + // Query vendor to enable glBufferSubData kludge +#ifdef _WIN32 + if (const char* vendor = (const char*)glGetString(GL_VENDOR)) + if (strncmp(vendor, "Intel", 5) == 0) + bd->UseBufferSubData = true; +#endif + */ +#endif + +#ifdef IMGUI_IMPL_OPENGL_DEBUG + printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] +#endif + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (bd->GlVersion >= 320) + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize; + platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL3_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest; + + // Store GLSL version string so we can refer to it later in case we recreate shaders. + // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. + if (glsl_version == nullptr) + { +#if defined(IMGUI_IMPL_OPENGL_ES2) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) + glsl_version = "#version 300 es"; +#elif defined(__APPLE__) + glsl_version = "#version 150"; +#else + glsl_version = "#version 130"; +#endif + } + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString)); + strcpy(bd->GlslVersionString, glsl_version); + strcat(bd->GlslVersionString, "\n"); + + // Make an arbitrary GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + + // Detect extensions we support +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3); +#endif +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3); +#endif + bd->HasClipOrigin = (bd->GlVersion >= 450); +#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS + GLint num_extensions = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); + for (GLint i = 0; i < num_extensions; i++) + { + const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); + if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) + bd->HasClipOrigin = true; + } +#endif + + ImGui_ImplOpenGL3_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); + ImGui_ImplOpenGL3_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); + + ImGui_ImplOpenGL3_ShutdownLoader(); +} + //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. diff --git a/backends/imgui_impl_opengl3.h b/backends/imgui_impl_opengl3.h index 9495d4e97..7855c43cf 100644 --- a/backends/imgui_impl_opengl3.h +++ b/backends/imgui_impl_opengl3.h @@ -41,7 +41,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex); // Configuration flags to add in your imconfig file: diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm index f55b9c080..c60aa4c82 100644 --- a/backends/imgui_impl_osx.mm +++ b/backends/imgui_impl_osx.mm @@ -33,7 +33,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface. // 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. // 2025-07-08: [Docking] Fixed multi-viewport handling broken on 2025-06-02. (#8644, #8777) // 2025-06-27: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index 1605d672d..f768383ad 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -25,7 +25,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-16: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value and this breaks scaling border size. (#9369) +// 2026-03-09: [Docking] Fixed an issue dated 2025/04/09 (1.92 WIP) where a refactor+merge caused ImGuiBackendFlags_HasMouseHoveredViewport to never be set, causing foreign windows to be ignored when deciding of hovered viewport. (#9284) +// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL2_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235) +// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168) // 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786) // 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. // 2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921) @@ -36,7 +40,7 @@ // 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) // 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. // 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) -// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650) +// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g. Linux debuggers not claiming capture back. (#6410, #3650) // 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed. // 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. // 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) @@ -172,8 +176,8 @@ struct ImGui_ImplSDL2_Data SDL_Cursor* MouseLastCursor; int MouseLastLeaveFrame; bool MouseCanUseGlobalState; - bool MouseCanUseCapture; bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. + ImGui_ImplSDL2_MouseCaptureMode MouseCaptureMode; // Gamepad handling ImVector Gamepads; @@ -203,7 +207,10 @@ static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); if (bd->ClipboardTextData) SDL_free(bd->ClipboardTextData); - bd->ClipboardTextData = SDL_GetClipboardText(); + if (SDL_HasClipboardText()) + bd->ClipboardTextData = SDL_GetClipboardText(); + else + bd->ClipboardTextData = nullptr; return bd->ClipboardTextData; } @@ -559,6 +566,23 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void bd->WindowID = SDL_GetWindowID(window); bd->Renderer = renderer; + // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bd->MouseCanUseGlobalState = false; + bd->MouseCaptureMode = ImGui_ImplSDL2_MouseCaptureMode_Disabled; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (const char* item : capture_and_global_state_whitelist) + if (strncmp(sdl_backend, item, strlen(item)) == 0) + { + bd->MouseCanUseGlobalState = true; + bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL2_MouseCaptureMode_Enabled; + } +#endif + if (bd->MouseCanUseGlobalState) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. #ifndef __APPLE__ @@ -567,20 +591,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void bd->MouseCanReportHoveredViewport = false; #endif - // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() - // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) - bd->MouseCanUseGlobalState = false; - bd->MouseCanUseCapture = false; -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - const char* sdl_backend = SDL_GetCurrentVideoDriver(); - const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; - for (const char* item : capture_and_global_state_whitelist) - if (strncmp(sdl_backend, item, strlen(item)) == 0) - bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true; -#endif - if (bd->MouseCanUseGlobalState) - io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; @@ -720,7 +730,15 @@ void ImGui_ImplSDL2_Shutdown() IM_DELETE(bd); } -// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. +void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (mode == ImGui_ImplSDL2_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL2_MouseCaptureMode_Disabled) + SDL_CaptureMouse(SDL_FALSE); + bd->MouseCaptureMode = mode; +} + +// This code is rather messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. static void ImGui_ImplSDL2_UpdateMouseData() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); @@ -729,8 +747,12 @@ static void ImGui_ImplSDL2_UpdateMouseData() // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. - // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture. - if (bd->MouseCanUseCapture) + // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture. + if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_Enabled) + { + SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); + } + else if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag) { bool want_capture = false; for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) @@ -763,7 +785,7 @@ static void ImGui_ImplSDL2_UpdateMouseData() // Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature. SDL_Window* hovered_window = SDL_GetMouseFocus(); const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0; - if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) + if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) { // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) @@ -830,6 +852,7 @@ float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window)); } +// SDL_GetDisplayDPI() seems rather unreliable on Linux. float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) { const char* sdl_driver = SDL_GetCurrentVideoDriver(); @@ -839,7 +862,11 @@ float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) #if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) float dpi = 0.0f; if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0) + { + if (dpi < 96.0f) + dpi = 96.0f; return dpi / 96.0f; + } #endif #endif IM_UNUSED(display_index); @@ -998,7 +1025,7 @@ static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, if (out_size != nullptr) *out_size = ImVec2((float)w, (float)h); if (out_framebuffer_scale != nullptr) - *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f); + *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f); } void ImGui_ImplSDL2_NewFrame() @@ -1023,7 +1050,7 @@ void ImGui_ImplSDL2_NewFrame() Uint64 current_time = SDL_GetPerformanceCounter(); if (current_time <= bd->Time) current_time = bd->Time + 1; - io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f); bd->Time = current_time; if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) diff --git a/backends/imgui_impl_sdl2.h b/backends/imgui_impl_sdl2.h index 1ad836544..e091ba398 100644 --- a/backends/imgui_impl_sdl2.h +++ b/backends/imgui_impl_sdl2.h @@ -51,4 +51,11 @@ IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_ind enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); +// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it. +// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse. +// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650. +// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL2_MouseCaptureMode_Disabled. +enum ImGui_ImplSDL2_MouseCaptureMode { ImGui_ImplSDL2_MouseCaptureMode_Enabled, ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL2_MouseCaptureMode_Disabled }; +IMGUI_IMPL_API void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode); + #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp index da2257e56..0a92c5ddd 100644 --- a/backends/imgui_impl_sdl3.cpp +++ b/backends/imgui_impl_sdl3.cpp @@ -23,7 +23,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-03-25: [Docking] Use SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED (SDL 3.4.0+) when available to avoid refreshing monitor work area every frame on Windows. (#8415) +// 2026-03-09: [Docking] Fixed an issue dated 2025/04/09 (1.92 WIP) where a refactor+merge caused ImGuiBackendFlags_HasMouseHoveredViewport to never be set, causing foreign windows to be ignored when deciding of hovered viewport. (#9284) +// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL3_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235) +// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168) // 2025-11-05: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054) // 2025-10-22: Fixed Platform_OpenInShellFn() return value (unused in core). // 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786) @@ -38,7 +42,7 @@ // 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801) // 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. // 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) -// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650) +// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g. Linux debuggers not claiming capture back. (#6410, #3650) // 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed. // 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. // 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) @@ -102,6 +106,7 @@ #else #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #endif +#define SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED SDL_VERSION_ATLEAST(3,4,0) // FIXME-LEGACY: remove when SDL 3.1.3 preview is released. #ifndef SDLK_APOSTROPHE @@ -135,8 +140,8 @@ struct ImGui_ImplSDL3_Data SDL_Cursor* MouseLastCursor; int MousePendingLeaveFrame; bool MouseCanUseGlobalState; - bool MouseCanUseCapture; bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. + ImGui_ImplSDL3_MouseCaptureMode MouseCaptureMode; // Gamepad handling ImVector Gamepads; @@ -167,7 +172,10 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*) ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); if (bd->ClipboardTextData) SDL_free(bd->ClipboardTextData); - bd->ClipboardTextData = SDL_GetClipboardText(); + if (SDL_HasClipboardText()) + bd->ClipboardTextData = SDL_GetClipboardText(); + else + bd->ClipboardTextData = nullptr; return bd->ClipboardTextData; } @@ -202,7 +210,7 @@ static void ImGui_ImplSDL3_UpdateIme() SDL_StopTextInput(bd->ImeWindow); bd->ImeWindow = nullptr; } - if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == NULL)) + if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == nullptr)) return; // Start/update current input @@ -469,6 +477,9 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) case SDL_EVENT_DISPLAY_REMOVED: case SDL_EVENT_DISPLAY_MOVED: case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED: +#if SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED + case SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED: +#endif { bd->WantUpdateMonitors = true; return true; @@ -565,6 +576,26 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void bd->WindowID = SDL_GetWindowID(window); bd->Renderer = renderer; + // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bd->MouseCanUseGlobalState = false; + bd->MouseCaptureMode = ImGui_ImplSDL3_MouseCaptureMode_Disabled; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (const char* item : capture_and_global_state_whitelist) + if (strncmp(sdl_backend, item, strlen(item)) == 0) + { + bd->MouseCanUseGlobalState = true; + bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL3_MouseCaptureMode_Enabled; + } +#endif + if (bd->MouseCanUseGlobalState) + { + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform level (optional) + } + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. #ifndef __APPLE__ @@ -573,23 +604,6 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void bd->MouseCanReportHoveredViewport = false; #endif - // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() - // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) - bd->MouseCanUseGlobalState = false; - bd->MouseCanUseCapture = false; -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - const char* sdl_backend = SDL_GetCurrentVideoDriver(); - const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; - for (const char* item : capture_and_global_state_whitelist) - if (strncmp(sdl_backend, item, strlen(item)) == 0) - bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true; -#endif - if (bd->MouseCanUseGlobalState) - { - io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) - io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform level (optional) - } - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; @@ -708,7 +722,14 @@ void ImGui_ImplSDL3_Shutdown() IM_DELETE(bd); } -// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. +void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + if (mode == ImGui_ImplSDL3_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL3_MouseCaptureMode_Disabled) + SDL_CaptureMouse(false); + bd->MouseCaptureMode = mode; +} + static void ImGui_ImplSDL3_UpdateMouseData() { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); @@ -717,8 +738,12 @@ static void ImGui_ImplSDL3_UpdateMouseData() // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. - // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture. - if (bd->MouseCanUseCapture) + // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture. + if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_Enabled) + { + SDL_CaptureMouse(bd->MouseButtonsDown != 0); + } + else if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag) { bool want_capture = false; for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) @@ -750,7 +775,7 @@ static void ImGui_ImplSDL3_UpdateMouseData() // Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature. SDL_Window* hovered_window = SDL_GetMouseFocus(); const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window); - if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) + if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) { // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) @@ -760,8 +785,8 @@ static void ImGui_ImplSDL3_UpdateMouseData() if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) { SDL_GetWindowPosition(focused_window, &window_x, &window_y); - mouse_x -= window_x; - mouse_y -= window_y; + mouse_x -= (float)window_x; + mouse_y -= (float)window_y; } io.AddMousePosEvent(mouse_x, mouse_y); } @@ -977,7 +1002,7 @@ void ImGui_ImplSDL3_NewFrame() ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale); // Update monitors -#ifdef WIN32 +#if defined(WIN32) && !SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415) #endif if (bd->WantUpdateMonitors) @@ -989,7 +1014,7 @@ void ImGui_ImplSDL3_NewFrame() Uint64 current_time = SDL_GetPerformanceCounter(); if (current_time <= bd->Time) current_time = bd->Time + 1; - io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f); bd->Time = current_time; if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) diff --git a/backends/imgui_impl_sdl3.h b/backends/imgui_impl_sdl3.h index 31f43aa7c..7e5791311 100644 --- a/backends/imgui_impl_sdl3.h +++ b/backends/imgui_impl_sdl3.h @@ -47,4 +47,11 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); +// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it. +// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse. +// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650. +// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL3_MouseCaptureMode_Disabled. +enum ImGui_ImplSDL3_MouseCaptureMode { ImGui_ImplSDL3_MouseCaptureMode_Enabled, ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL3_MouseCaptureMode_Disabled }; +IMGUI_IMPL_API void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode); + #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_sdlgpu3.cpp b/backends/imgui_impl_sdlgpu3.cpp index 97ce550f7..3883ca83d 100644 --- a/backends/imgui_impl_sdlgpu3.cpp +++ b/backends/imgui_impl_sdlgpu3.cpp @@ -23,7 +23,10 @@ // 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. // CHANGELOG -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplSDLGPU3_RenderState. (#9378) +// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310) +// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262) // 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL. // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. // 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created. @@ -59,11 +62,16 @@ struct ImGui_ImplSDLGPU3_Data { ImGui_ImplSDLGPU3_InitInfo InitInfo; + // Render state + ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering. + SDL_GPUSampler* CurrentSampler = nullptr; + // Graphics pipeline & shaders SDL_GPUShader* VertexShader = nullptr; SDL_GPUShader* FragmentShader = nullptr; SDL_GPUGraphicsPipeline* Pipeline = nullptr; SDL_GPUSampler* TexSamplerLinear = nullptr; + SDL_GPUSampler* TexSamplerNearest = nullptr; SDL_GPUTransferBuffer* TexTransferBuffer = nullptr; uint32_t TexTransferBufferSize = 0; @@ -86,10 +94,10 @@ static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } -static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplSDLGPU3_RenderState* render_state, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height) +static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - render_state->SamplerCurrent = bd->TexSamplerLinear; + bd->CurrentSampler = bd->TexSamplerLinear; // Bind graphics pipeline SDL_BindGPUGraphicsPipeline(render_pass, pipeline); @@ -132,8 +140,7 @@ static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer* ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - // FIXME-OPT: Not optimal, but this is fairly rarely called. - SDL_WaitForGPUIdle(v->Device); + // There is no need for calling SDL_WaitForGPUIdle here, as SDL3 will handle deferred buffer deletion automatically. SDL_ReleaseGPUBuffer(v->Device, *buffer); SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer); @@ -174,8 +181,8 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; - uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); - uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); + uint32_t vertex_size = (uint32_t)draw_data->TotalVtxCount * sizeof(ImDrawVert); + uint32_t index_size = (uint32_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx); if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size) CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX); if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size) @@ -216,6 +223,11 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff SDL_EndGPUCopyPass(copy_pass); } +// Draw callbacks +static void ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerLinear; } +static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerNearest; } + void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) @@ -238,10 +250,9 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGui_ImplSDLGPU3_RenderState render_state; render_state.Device = bd->InitInfo.Device; - render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSamplerLinear; - platform_io.Renderer_RenderState = &render_state; + platform_io.Renderer_RenderState = bd->RenderState = &render_state; - ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); + ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) @@ -255,9 +266,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); + if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState) + ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); else pcmd->UserCallback(draw_list, pcmd); } @@ -270,8 +280,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } - if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } - if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; @@ -286,7 +296,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe // Bind DescriptorSet with font or user texture SDL_GPUTextureSamplerBinding texture_sampler_binding; texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID(); - texture_sampler_binding.sampler = render_state.SamplerCurrent; + texture_sampler_binding.sampler = bd->CurrentSampler; SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1); // Draw @@ -305,13 +315,16 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe // We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) SDL_Rect scissor_rect { 0, 0, fb_width, fb_height }; SDL_SetGPUScissor(render_pass, &scissor_rect); + + platform_io.Renderer_RenderState = bd->RenderState = nullptr; } static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID()) - SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex); + if (tex->GetTexID() != ImTextureID_Invalid) + if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID()) + SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex); // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) tex->SetTexID(ImTextureID_Invalid); @@ -594,9 +607,14 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects() sampler_info.enable_anisotropy = false; sampler_info.max_anisotropy = 1.0f; sampler_info.enable_compare = false; - bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info); IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information"); + + sampler_info.min_filter = SDL_GPU_FILTER_NEAREST; + sampler_info.mag_filter = SDL_GPU_FILTER_NEAREST; + sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST; + bd->TexSamplerNearest = SDL_CreateGPUSampler(v->Device, &sampler_info); + IM_ASSERT(bd->TexSamplerNearest != nullptr && "Failed to create sampler, call SDL_GetError() for more information"); } ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); @@ -632,6 +650,7 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects() if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; } if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; } if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; } + if (bd->TexSamplerNearest) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerNearest); bd->TexSamplerNearest = nullptr; } if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; } } @@ -652,6 +671,11 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info) io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest; + IM_ASSERT(info->Device != nullptr); IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID); diff --git a/backends/imgui_impl_sdlgpu3.h b/backends/imgui_impl_sdlgpu3.h index 6789da8f1..04ce552c1 100644 --- a/backends/imgui_impl_sdlgpu3.h +++ b/backends/imgui_impl_sdlgpu3.h @@ -49,7 +49,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex); // [BETA] Selected render state data shared with callbacks. @@ -58,8 +58,6 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex); struct ImGui_ImplSDLGPU3_RenderState { SDL_GPUDevice* Device; - SDL_GPUSampler* SamplerDefault; // Default sampler (bilinear filtering) - SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback) }; #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_sdlrenderer2.cpp b/backends/imgui_impl_sdlrenderer2.cpp index c923058e9..a16ec3178 100644 --- a/backends/imgui_impl_sdlrenderer2.cpp +++ b/backends/imgui_impl_sdlrenderer2.cpp @@ -14,10 +14,11 @@ // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. -// Missing features: +// Missing features or Issues: // [ ] Renderer: Multi-viewport support (multiple windows). +// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq @@ -26,6 +27,9 @@ // - Introduction, links and more at the top of imgui.cpp // CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported). (#9378) +// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer2_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295) // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture(). // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. @@ -73,41 +77,6 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData() } // Functions -bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) -{ - ImGuiIO& io = ImGui::GetIO(); - IMGUI_CHECKVERSION(); - IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); - - // Setup backend capabilities flags - ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); - io.BackendRendererUserData = (void*)bd; - io.BackendRendererName = "imgui_impl_sdlrenderer2"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. - - bd->Renderer = renderer; - - return true; -} - -void ImGui_ImplSDLRenderer2_Shutdown() -{ - ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); - IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - - ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); - - io.BackendRendererName = nullptr; - io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); - platform_io.ClearRendererHandlers(); - IM_DELETE(bd); -} - static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer) { // Clear out any viewports and cliprect set by the user @@ -123,6 +92,9 @@ void ImGui_ImplSDLRenderer2_NewFrame() IM_UNUSED(bd); } +// Draw callbacks +static void ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. + void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) { // If there's a scale factor set by the user, use that instead @@ -185,8 +157,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState) ImGui_ImplSDLRenderer2_SetupRenderState(renderer); else pcmd->UserCallback(draw_list, pcmd); @@ -269,8 +240,9 @@ void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex) } else if (tex->Status == ImTextureStatus_WantDestroy) { - if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID) - SDL_DestroyTexture(sdl_texture); + if (tex->TexID != ImTextureID_Invalid) + if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID) + SDL_DestroyTexture(sdl_texture); // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) tex->SetTexID(ImTextureID_Invalid); @@ -293,6 +265,44 @@ void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() } } +bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer2"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState; + + bd->Renderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer2_Shutdown() +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + //----------------------------------------------------------------------------- #if defined(__clang__) diff --git a/backends/imgui_impl_sdlrenderer2.h b/backends/imgui_impl_sdlrenderer2.h index 3d8de5fad..9bb6853cc 100644 --- a/backends/imgui_impl_sdlrenderer2.h +++ b/backends/imgui_impl_sdlrenderer2.h @@ -14,8 +14,9 @@ // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. -// Missing features: +// Missing features or Issues: // [ ] Renderer: Multi-viewport support (multiple windows). +// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -41,7 +42,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_d IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex); // [BETA] Selected render state data shared with callbacks. diff --git a/backends/imgui_impl_sdlrenderer3.cpp b/backends/imgui_impl_sdlrenderer3.cpp index 64b6c5eef..a4bc40028 100644 --- a/backends/imgui_impl_sdlrenderer3.cpp +++ b/backends/imgui_impl_sdlrenderer3.cpp @@ -17,7 +17,7 @@ // Missing features: // [ ] Renderer: Multi-viewport support (multiple windows). -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq @@ -26,6 +26,9 @@ // - Introduction, links and more at the top of imgui.cpp // CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295) // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture(). // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. @@ -60,6 +63,9 @@ struct ImGui_ImplSDLRenderer3_Data SDL_Renderer* Renderer; // Main viewport's renderer ImVector ColorBuffer; + // Render State + SDL_ScaleMode CurrentScaleMode; + ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -71,41 +77,6 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData() } // Functions -bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) -{ - ImGuiIO& io = ImGui::GetIO(); - IMGUI_CHECKVERSION(); - IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); - - // Setup backend capabilities flags - ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)(); - io.BackendRendererUserData = (void*)bd; - io.BackendRendererName = "imgui_impl_sdlrenderer3"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. - - bd->Renderer = renderer; - - return true; -} - -void ImGui_ImplSDLRenderer3_Shutdown() -{ - ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); - IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - - ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); - - io.BackendRendererName = nullptr; - io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); - platform_io.ClearRendererHandlers(); - IM_DELETE(bd); -} - static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer) { // Clear out any viewports and cliprect set by the user @@ -139,6 +110,11 @@ static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVectorCurrentScaleMode = SDL_SCALEMODE_LINEAR; } +static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); bd->CurrentScaleMode = SDL_SCALEMODE_NEAREST; } + void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); @@ -205,8 +181,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState) ImGui_ImplSDLRenderer3_SetupRenderState(renderer); else pcmd->UserCallback(draw_list, pcmd); @@ -232,6 +207,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* // Bind texture, Draw SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_SetTextureScaleMode(tex, bd->CurrentScaleMode); SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex, xy, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert), @@ -256,7 +232,7 @@ void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex) { // Create and upload new texture to graphics system //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); - IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); // Create texture @@ -285,8 +261,9 @@ void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex) } else if (tex->Status == ImTextureStatus_WantDestroy) { - if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID) - SDL_DestroyTexture(sdl_texture); + if (tex->TexID != ImTextureID_Invalid) + if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID) + SDL_DestroyTexture(sdl_texture); // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) tex->SetTexID(ImTextureID_Invalid); @@ -309,6 +286,46 @@ void ImGui_ImplSDLRenderer3_DestroyDeviceObjects() } } +bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer3"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest; + + bd->Renderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer3_Shutdown() +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + //----------------------------------------------------------------------------- #if defined(__clang__) diff --git a/backends/imgui_impl_sdlrenderer3.h b/backends/imgui_impl_sdlrenderer3.h index 4faaf92b6..5b6ccf3c7 100644 --- a/backends/imgui_impl_sdlrenderer3.h +++ b/backends/imgui_impl_sdlrenderer3.h @@ -17,7 +17,7 @@ // Missing features: // [ ] Renderer: Multi-viewport support (multiple windows). -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq @@ -41,7 +41,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_d IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex); // [BETA] Selected render state data shared with callbacks. diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index 96aadce99..8df12926f 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. +// [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. @@ -28,7 +28,18 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-04-22: *BREAKING CHANGE* redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. This change allows us to facilitate changing samplers, in line with other backends. +// - When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler. +// - Before: ImGui_ImplVulkan_AddTexture(VkSampler, VkImageView, VkImageLayout) +// - After: ImGui_ImplVulkan_AddTexture(VkImageView, VkImageLayout) +// - Kept inline redirection function that ignores the sampler. +// - When creating your own descriptor pool (instead of letting backend creates its own): +// - Before: need at least IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER. +// - After: need at least IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE. +// + IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLER. +// 2026-03-11: Vulkan: Added ImGui_ImplVulkan_PipelineInfo::ExtraDynamicStates[] to allow specifying extra dynamic states to add when creating the VkPipeline. (#9211) // 2025-09-26: [Helpers] *BREAKING CHANGE*: Vulkan: Helper ImGui_ImplVulkanH_DestroyWindow() does not call vkDestroySurfaceKHR(): as surface is created by caller of ImGui_ImplVulkanH_CreateOrResizeWindow(), it is more consistent that we don't destroy it. (#9163) // 2026-01-05: [Helpers] *BREAKING CHANGE*: Vulkan: Helper for creating render pass uses ImGui_ImplVulkanH_Window::AttachmentDesc to create render pass. Removed ClearEnabled. (#9152) // 2025-11-24: [Helpers] Vulkan: Helper for creating a swap-chain (used by examples and multi-viewports) selects VkSwapchainCreateInfoKHR's compositeAlpha based on cap.supportedCompositeAlpha. (#8784) @@ -120,6 +131,14 @@ #pragma warning (disable: 4127) // condition expression is constant #endif +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + // Forward Declarations struct ImGui_ImplVulkan_FrameRenderBuffers; struct ImGui_ImplVulkan_WindowRenderBuffers; @@ -281,10 +300,12 @@ struct ImGui_ImplVulkan_ViewportData struct ImGui_ImplVulkan_Data { ImGui_ImplVulkan_InitInfo VulkanInitInfo; + ImGui_ImplVulkan_RenderState* RenderState; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering. VkDeviceSize BufferMemoryAlignment; VkDeviceSize NonCoherentAtomSize; VkPipelineCreateFlags PipelineCreateFlags; - VkDescriptorSetLayout DescriptorSetLayout; + VkDescriptorSetLayout DescriptorSetLayoutTexture; + VkDescriptorSetLayout DescriptorSetLayoutSampler; VkPipelineLayout PipelineLayout; VkPipeline Pipeline; // pipeline for main render pass (created by app) VkPipeline PipelineForViewports; // pipeline for secondary viewports (created by backend) @@ -294,7 +315,10 @@ struct ImGui_ImplVulkan_Data ImVector PipelineRenderingCreateInfoColorAttachmentFormats; // Deep copy of format array // Texture management - VkSampler TexSamplerLinear; + VkSampler SamplerLinear; + VkSampler SamplerNearest; + VkDescriptorSet SamplerLinearDS; + VkDescriptorSet SamplerNearestDS; VkCommandPool TexCommandPool; VkCommandBuffer TexCommandBuffer; @@ -338,7 +362,7 @@ void main() */ static uint32_t __glsl_shader_vert_spv[] = { - 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x07230203,0x00010000,0x0008000b,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, @@ -351,10 +375,10 @@ static uint32_t __glsl_shader_vert_spv[] = 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001, 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b, 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, - 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, - 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e, - 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008, - 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, + 0x0000001e,0x00000001,0x00030047,0x00000019,0x00000002,0x00050048,0x00000019,0x00000000, + 0x0000000b,0x00000000,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00030047,0x0000001e, + 0x00000002,0x00050048,0x0000001e,0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e, + 0x00000001,0x00000023,0x00000008,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017, 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020, 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015, @@ -386,39 +410,44 @@ static uint32_t __glsl_shader_vert_spv[] = /* #version 450 core layout(location = 0) out vec4 fColor; -layout(set=0, binding=0) uniform sampler2D sTexture; +layout(set=0, binding=0) uniform texture2D _Texture; +layout(set=1, binding=0) uniform sampler _Sampler; layout(location = 0) in struct { vec4 Color; vec2 UV; } In; void main() { - fColor = In.Color * texture(sTexture, In.UV.st); + fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st); } */ static uint32_t __glsl_shader_frag_spv[] = { - 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x07230203,0x00010000,0x0008000b,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, - 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574, - 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e, - 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021, - 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006, - 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003, - 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006, - 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001, - 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020, - 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001, - 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000, - 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000, - 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018, - 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004, - 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d, - 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017, - 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a, - 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085, - 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd, + 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000015,0x7865545f,0x65727574, + 0x00000000,0x00050005,0x00000019,0x6d61535f,0x72656c70,0x00000000,0x00040047,0x00000009, + 0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,0x00000000,0x00040047,0x00000015, + 0x00000021,0x00000000,0x00040047,0x00000015,0x00000022,0x00000000,0x00040047,0x00000019, + 0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000001,0x00020013,0x00000002, + 0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,0x00000007, + 0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,0x00000007,0x0004003b,0x00000008, + 0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,0x00000002,0x0004001e,0x0000000b, + 0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,0x0000000b,0x0004003b,0x0000000c, + 0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,0x00000001,0x0004002b,0x0000000e, + 0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,0x00000007,0x00090019,0x00000013, + 0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,0x00000001,0x00000000,0x00040020, + 0x00000014,0x00000000,0x00000013,0x0004003b,0x00000014,0x00000015,0x00000000,0x0002001a, + 0x00000017,0x00040020,0x00000018,0x00000000,0x00000017,0x0004003b,0x00000018,0x00000019, + 0x00000000,0x0003001b,0x0000001b,0x00000013,0x0004002b,0x0000000e,0x0000001d,0x00000001, + 0x00040020,0x0000001e,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,0x00000000, + 0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,0x0000000f, + 0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000013,0x00000016,0x00000015, + 0x0004003d,0x00000017,0x0000001a,0x00000019,0x00050056,0x0000001b,0x0000001c,0x00000016, + 0x0000001a,0x00050041,0x0000001e,0x0000001f,0x0000000d,0x0000001d,0x0004003d,0x0000000a, + 0x00000020,0x0000001f,0x00050057,0x00000007,0x00000021,0x0000001c,0x00000020,0x00050085, + 0x00000007,0x00000022,0x00000012,0x00000021,0x0003003e,0x00000009,0x00000022,0x000100fd, 0x00010038 }; @@ -501,9 +530,7 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); // Bind pipeline: - { - vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); - } + vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); // Bind Vertex And Index Buffer: if (draw_data->TotalVtxCount > 0) @@ -515,31 +542,33 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline } // Setup viewport: - { - VkViewport viewport; - viewport.x = 0; - viewport.y = 0; - viewport.width = (float)fb_width; - viewport.height = (float)fb_height; - viewport.minDepth = 0.0f; - viewport.maxDepth = 1.0f; - vkCmdSetViewport(command_buffer, 0, 1, &viewport); - } + VkViewport viewport; + viewport.x = 0; + viewport.y = 0; + viewport.width = (float)fb_width; + viewport.height = (float)fb_height; + viewport.minDepth = 0.0f; + viewport.maxDepth = 1.0f; + vkCmdSetViewport(command_buffer, 0, 1, &viewport); // Setup scale and translation: // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. - { - float constants[4]; - // Scale - constants[0] = 2.0f / draw_data->DisplaySize.x; - constants[1] = 2.0f / draw_data->DisplaySize.y; - // Translate - constants[2] = -1.0f - draw_data->DisplayPos.x * constants[0]; - constants[3] = -1.0f - draw_data->DisplayPos.y * constants[1]; - vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(float) * 4, constants); - } + float constants[4]; + constants[0] = 2.0f / draw_data->DisplaySize.x; // Scale + constants[1] = 2.0f / draw_data->DisplaySize.y; + constants[2] = -1.0f - draw_data->DisplayPos.x * constants[0]; // Translate + constants[3] = -1.0f - draw_data->DisplayPos.y * constants[1]; + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(float) * 4, constants); + + // Setup sampler + vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerLinearDS, 0, nullptr); } +// Draw callbacks +static void ImGui_ImplVulkan_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplVulkan_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerLinearDS, 0, nullptr); } +static void ImGui_ImplVulkan_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerNearestDS, 0, nullptr); } + // Render function void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline) { @@ -613,16 +642,16 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm vkUnmapMemory(v->Device, rb->IndexBufferMemory); } - // Setup desired Vulkan state - ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); - // Setup render state structure (for callbacks and custom texture bindings) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGui_ImplVulkan_RenderState render_state; render_state.CommandBuffer = command_buffer; render_state.Pipeline = pipeline; render_state.PipelineLayout = bd->PipelineLayout; - platform_io.Renderer_RenderState = &render_state; + platform_io.Renderer_RenderState = bd->RenderState = &render_state; + + // Setup desired Vulkan state + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports @@ -630,7 +659,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) - VkDescriptorSet last_desc_set = VK_NULL_HANDLE; + VkDescriptorSet last_image_view = VK_NULL_HANDLE; int global_vtx_offset = 0; int global_idx_offset = 0; for (const ImDrawList* draw_list : draw_data->CmdLists) @@ -641,12 +670,13 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplVulkan_DrawCallback_ResetRenderState) + { ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); + last_image_view = VK_NULL_HANDLE; + } else pcmd->UserCallback(draw_list, pcmd); - last_desc_set = VK_NULL_HANDLE; } else { @@ -657,8 +687,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } - if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } - if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; @@ -670,11 +700,11 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y); vkCmdSetScissor(command_buffer, 0, 1, &scissor); - // Bind DescriptorSet with font or user texture - VkDescriptorSet desc_set = (VkDescriptorSet)pcmd->GetTexID(); - if (desc_set != last_desc_set) - vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &desc_set, 0, nullptr); - last_desc_set = desc_set; + // Bind DescriptorSets for image view (font or user texture) and samplers + VkDescriptorSet image_view = (VkDescriptorSet)pcmd->GetTexID(); + if (image_view != last_image_view) + vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &image_view, 0, nullptr); + last_image_view = image_view; // Draw vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); @@ -683,7 +713,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm global_idx_offset += draw_list->IdxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size; } - platform_io.Renderer_RenderState = nullptr; + platform_io.Renderer_RenderState = bd->RenderState = nullptr; // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. // Our last values will leak into user/application rendering IF: @@ -777,7 +807,7 @@ void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex) } // Create the Descriptor Set - backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSamplerLinear, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); + backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); // Store identifiers tex->SetTexID((ImTextureID)backend_tex->DescriptorSet); @@ -1032,11 +1062,13 @@ static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAlloc blend_info.attachmentCount = 1; blend_info.pAttachments = color_attachment; - VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; + ImVector dynamic_states = info->ExtraDynamicStates; + dynamic_states.push_back(VK_DYNAMIC_STATE_VIEWPORT); + dynamic_states.push_back(VK_DYNAMIC_STATE_SCISSOR); VkPipelineDynamicStateCreateInfo dynamic_state = {}; dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; - dynamic_state.dynamicStateCount = (uint32_t)IM_COUNTOF(dynamic_states); - dynamic_state.pDynamicStates = dynamic_states; + dynamic_state.dynamicStateCount = dynamic_states.Size; + dynamic_state.pDynamicStates = dynamic_states.Data; VkGraphicsPipelineCreateInfo create_info = {}; create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; @@ -1070,15 +1102,83 @@ static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAlloc return pipeline; } +static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDescriptorSetLayout* p_layout, VkDescriptorType descriptor_type) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + VkDescriptorSetLayoutBinding binding[1] = {}; + binding[0].descriptorType = descriptor_type; + binding[0].descriptorCount = 1; + binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + VkDescriptorSetLayoutCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + info.bindingCount = 1; + info.pBindings = binding; + VkResult err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, p_layout); + check_vk_result(err); +} + +static VkDescriptorSet ImGui_ImplVulkan_CreateSamplerDS(VkSampler sampler) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + VkDescriptorSet descriptor_set; + VkDescriptorSetAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + alloc_info.descriptorPool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool; + alloc_info.descriptorSetCount = 1; + alloc_info.pSetLayouts = &bd->DescriptorSetLayoutSampler; + VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); + check_vk_result(err); + + VkDescriptorImageInfo desc_image = {}; + desc_image.sampler = sampler; + VkWriteDescriptorSet sampler_write_desc = {}; + sampler_write_desc.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + sampler_write_desc.dstSet = descriptor_set; + sampler_write_desc.descriptorCount = 1; + sampler_write_desc.dstBinding = 0; + sampler_write_desc.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER; + sampler_write_desc.pImageInfo = &desc_image; + vkUpdateDescriptorSets(v->Device, 1, &sampler_write_desc, 0, nullptr); + return descriptor_set; +} + bool ImGui_ImplVulkan_CreateDeviceObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; - if (!bd->TexSamplerLinear) + if (!bd->DescriptorSetLayoutTexture) + ImGui_ImplVulkan_CreateDescriptorSetLayout(&bd->DescriptorSetLayoutTexture, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE); + if (!bd->DescriptorSetLayoutSampler) + ImGui_ImplVulkan_CreateDescriptorSetLayout(&bd->DescriptorSetLayoutSampler, VK_DESCRIPTOR_TYPE_SAMPLER); + + if (v->DescriptorPoolSize != 0) + { + IM_ASSERT(v->DescriptorPoolSize >= IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE); + VkDescriptorPoolSize pool_sizes[] = + { + { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, v->DescriptorPoolSize }, + { VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE }, + }; + VkDescriptorPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + pool_info.maxSets = v->DescriptorPoolSize + IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE; + pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes); + pool_info.pPoolSizes = pool_sizes; + err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool); + check_vk_result(err); + } + + // Create samplers + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + if (!bd->SamplerLinear || !bd->SamplerNearest) { - // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. VkSamplerCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; info.magFilter = VK_FILTER_LINEAR; @@ -1090,37 +1190,16 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() info.minLod = -1000; info.maxLod = 1000; info.maxAnisotropy = 1.0f; - err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSamplerLinear); + err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->SamplerLinear); check_vk_result(err); - } + bd->SamplerLinearDS = ImGui_ImplVulkan_CreateSamplerDS(bd->SamplerLinear); - if (!bd->DescriptorSetLayout) - { - VkDescriptorSetLayoutBinding binding[1] = {}; - binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; - binding[0].descriptorCount = 1; - binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; - VkDescriptorSetLayoutCreateInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; - info.bindingCount = 1; - info.pBindings = binding; - err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout); - check_vk_result(err); - } - - if (v->DescriptorPoolSize != 0) - { - IM_ASSERT(v->DescriptorPoolSize >= IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE); - VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize }; - VkDescriptorPoolCreateInfo pool_info = {}; - pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; - pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; - pool_info.maxSets = v->DescriptorPoolSize; - pool_info.poolSizeCount = 1; - pool_info.pPoolSizes = &pool_size; - - err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool); + info.magFilter = VK_FILTER_NEAREST; + info.minFilter = VK_FILTER_NEAREST; + info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST; + err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->SamplerNearest); check_vk_result(err); + bd->SamplerNearestDS = ImGui_ImplVulkan_CreateSamplerDS(bd->SamplerNearest); } if (!bd->PipelineLayout) @@ -1130,10 +1209,10 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; push_constants[0].offset = sizeof(float) * 0; push_constants[0].size = sizeof(float) * 4; - VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; + VkDescriptorSetLayout set_layout[2] = { bd->DescriptorSetLayoutTexture, bd->DescriptorSetLayoutSampler }; VkPipelineLayoutCreateInfo layout_info = {}; layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; - layout_info.setLayoutCount = 1; + layout_info.setLayoutCount = 2; layout_info.pSetLayouts = set_layout; layout_info.pushConstantRangeCount = 1; layout_info.pPushConstantRanges = push_constants; @@ -1187,7 +1266,7 @@ void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* pi #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo; - if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != NULL) + if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != nullptr) { // Deep copy buffer to reduce error-rate for end user (#8282) ImVector formats; @@ -1213,10 +1292,12 @@ void ImGui_ImplVulkan_DestroyDeviceObjects() if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; } if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; } - if (bd->TexSamplerLinear) { vkDestroySampler(v->Device, bd->TexSamplerLinear, v->Allocator); bd->TexSamplerLinear = VK_NULL_HANDLE; } + if (bd->SamplerLinear) { vkDestroySampler(v->Device, bd->SamplerLinear, v->Allocator); bd->SamplerLinear = VK_NULL_HANDLE; } + if (bd->SamplerNearest) { vkDestroySampler(v->Device, bd->SamplerNearest, v->Allocator); bd->SamplerNearest = VK_NULL_HANDLE; } if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } - if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } + if (bd->DescriptorSetLayoutTexture) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayoutTexture, v->Allocator); bd->DescriptorSetLayoutTexture = VK_NULL_HANDLE; } + if (bd->DescriptorSetLayoutSampler) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayoutSampler, v->Allocator); bd->DescriptorSetLayoutSampler = VK_NULL_HANDLE; } if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } if (bd->PipelineForViewports) { vkDestroyPipeline(v->Device, bd->PipelineForViewports, v->Allocator); bd->PipelineForViewports = VK_NULL_HANDLE; } @@ -1314,6 +1395,11 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplVulkan_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplVulkan_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplVulkan_DrawCallback_SetSamplerNearest; + // Sanity checks IM_ASSERT(info->Instance != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); @@ -1397,7 +1483,7 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) // Register a texture by creating a descriptor // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. -VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) +VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; @@ -1410,28 +1496,36 @@ VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; alloc_info.descriptorPool = pool; alloc_info.descriptorSetCount = 1; - alloc_info.pSetLayouts = &bd->DescriptorSetLayout; + alloc_info.pSetLayouts = &bd->DescriptorSetLayoutTexture; VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); check_vk_result(err); } // Update the Descriptor Set: + if (descriptor_set != VK_NULL_HANDLE) { VkDescriptorImageInfo desc_image[1] = {}; - desc_image[0].sampler = sampler; desc_image[0].imageView = image_view; desc_image[0].imageLayout = image_layout; VkWriteDescriptorSet write_desc[1] = {}; write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; write_desc[0].dstSet = descriptor_set; write_desc[0].descriptorCount = 1; - write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; write_desc[0].pImageInfo = desc_image; vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr); } return descriptor_set; } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) +{ + IM_UNUSED(sampler); + return ImGui_ImplVulkan_AddTexture(image_view, image_layout); +} +#endif + void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); @@ -1830,7 +1924,6 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic VkCommandPoolCreateInfo pool_info = {}; pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; pool_info.queueFamilyIndex = queue_family; - pool_info.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT; VkResult err = vkCreateCommandPool(device, &pool_info, allocator, &command_pool); check_vk_result(err); @@ -2003,7 +2096,7 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport) requestSurfaceImageFormats.push_back(format); const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; - wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormats.Data, (size_t)requestSurfaceImageFormats.Size, requestSurfaceColorSpace); + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormats.Data, requestSurfaceImageFormats.Size, requestSurfaceColorSpace); // Select Present Mode // FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1) diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h index 47b4b07c9..a3eda9717 100644 --- a/backends/imgui_impl_vulkan.h +++ b/backends/imgui_impl_vulkan.h @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. +// [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. @@ -51,6 +51,12 @@ //#define IMGUI_IMPL_VULKAN_VOLK_FILENAME // Default // Reminder: make those changes in your imconfig.h file, not here! +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#endif + #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) #define VK_NO_PROTOTYPES #endif @@ -73,7 +79,8 @@ #endif // Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture(). -#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas +#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE (8) // Minimum per atlas +#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE (2) // Minimum for linear + nearest // Specify settings to create pipeline and swapchain struct ImGui_ImplVulkan_PipelineInfo @@ -84,6 +91,7 @@ struct ImGui_ImplVulkan_PipelineInfo // For Main and Secondary viewports uint32_t Subpass; // VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT + ImVector ExtraDynamicStates; // Optional, allows to insert more dynamic states into our VkPipeline #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR #endif @@ -109,7 +117,7 @@ struct ImGui_ImplVulkan_InitInfo uint32_t QueueFamily; VkQueue Queue; VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0 - uint32_t DescriptorPoolSize; // Optional: set to create internal descriptor pool automatically instead of using DescriptorPool. + uint32_t DescriptorPoolSize; // Optional: set to create internal ImageView descriptor pool automatically instead of using DescriptorPool. uint32_t MinImageCount; // >= 2 uint32_t ImageCount; // >= MinImageCount VkPipelineCache PipelineCache; // Optional @@ -150,15 +158,17 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_i // Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering. IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex); -// Register a texture (VkDescriptorSet == ImTextureID) -// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem -// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. -IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); +// Register a texture (VkDescriptorSet for a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE == ImTextureID) +IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout); IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); // Ignore VkSampler +#endif + // Optional: load Vulkan functions with a custom function loader // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); @@ -255,7 +265,7 @@ struct ImGui_ImplVulkanH_Window memset((void*)this, 0, sizeof(*this)); // Parameters to create SwapChain - PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. + PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; // Ensure we get an error if user doesn't set this. // Parameters to create RenderPass AttachmentDesc.format = VK_FORMAT_UNDEFINED; // Will automatically use wd->SurfaceFormat.format. @@ -269,4 +279,8 @@ struct ImGui_ImplVulkanH_Window } }; +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index a8d39245d..020e8a07e 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -22,6 +22,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-03-25: Added support for WGVK native backend via IMGUI_IMPL_WEBGPU_BACKEND_WGVK define, with SPIRV shaders if WGSL is not available. (#9316, #9246, #9257) +// 2026-03-09: Removed support for Emscripten < 4.0.10. (#9281) // 2025-10-16: Update to compile with Dawn and Emscripten's 4.0.10+ '--use-port=emdawnwebgpu' ports. (#8381, #8898) // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. // 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465) @@ -57,17 +60,14 @@ #include // One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details. -#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) -#error Exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined! +#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK) +#error Exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN, IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_WGVK must be defined! #endif - -// This condition is true when it's built with EMSCRIPTEN using -sUSE_WEBGPU=1 flag (deprecated from 4.0.10) -// This condition is false for all other 3 cases: WGPU-Native, DAWN-Native or DAWN-EMSCRIPTEN (using --use-port=emdawnwebgpu flag) #if defined(__EMSCRIPTEN__) && defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) -#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN +#error Emscripten <4.0.10 with '-sUSE_WEBGPU=1' is not supported anymore. #endif -#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN +#if defined IMGUI_IMPL_WEBGPU_BACKEND_DAWN || defined IMGUI_IMPL_WEBGPU_BACKEND_WGVK // Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413) // Using type alias until WGPU adopts the same naming convention (#8369) using WGPUProgrammableStageDescriptor = WGPUComputeState; @@ -86,11 +86,13 @@ struct ImGui_ImplWGPU_Texture struct RenderResources { - WGPUSampler Sampler = nullptr; // Sampler for textures - WGPUBuffer Uniforms = nullptr; // Shader uniforms - WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline - ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) - WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM + WGPUSampler SamplerLinear = nullptr; // Bilinear sampler + WGPUSampler SamplerNearest = nullptr; // Nearest/point sampler + WGPUBuffer Uniforms = nullptr; // Shader uniforms + WGPUBindGroup CommonBindGroupLinear = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerLinear) + WGPUBindGroup CommonBindGroupNearest = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerNearest) + ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) + WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM }; struct FrameResources @@ -117,6 +119,7 @@ struct ImGui_ImplWGPU_Data WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined; WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined; WGPURenderPipeline pipelineState = nullptr; + ImGui_ImplWGPU_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering. RenderResources renderResources; FrameResources* pFrameResources = nullptr; @@ -189,6 +192,60 @@ fn main(in: VertexOutput) -> @location(0) vec4 { } )"; +// Same shader as __shader_vert_wgsl[] but compiled as SPIRV. +// 'wgslc -o vert.spv vert.wgsl' + 'binary_to_compressed_c -u8 -nocompress vert.spv' +static const unsigned char __shader_vert_spirv[1996] = +{ + 3,2,35,7,0,3,1,0,1,0,23,0,90,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,12,0,0,0,0,0,78,0,0,0,109,97,105,110,0,0,0,0,8,0,0,0,12,0,0,0,13,0,0,0,16,0,0,0,18,0,0,0,19, + 0,0,0,21,0,0,0,71,0,4,0,4,0,0,0,6,0,0,0,16,0,0,0,72,0,5,0,3,0,0,0,0,0,0,0,35,0,0,0,0,0,0,0,71,0,3,0,3,0,0,0,2,0,0,0,71,0,4,0,1,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,1,0,0,0,33,0,0,0,0,0, + 0,0,71,0,3,0,1,0,0,0,24,0,0,0,71,0,4,0,8,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,12,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,13,0,0,0,30,0,0,0,2,0,0,0,71,0,4,0,16,0,0,0,11,0,0,0,0,0,0,0,71,0,4,0,18, + 0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,19,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,21,0,0,0,11,0,0,0,1,0,0,0,21,0,4,0,6,0,0,0,32,0,0,0,0,0,0,0,23,0,4,0,5,0,0,0,6,0,0,0,4,0,0,0,43,0,4,0,6,0,0,0,7,0, + 0,0,5,0,0,0,28,0,4,0,4,0,0,0,5,0,0,0,7,0,0,0,30,0,3,0,3,0,0,0,4,0,0,0,32,0,4,0,2,0,0,0,2,0,0,0,3,0,0,0,59,0,4,0,2,0,0,0,1,0,0,0,2,0,0,0,22,0,3,0,11,0,0,0,32,0,0,0,23,0,4,0,10,0,0,0, + 11,0,0,0,2,0,0,0,32,0,4,0,9,0,0,0,1,0,0,0,10,0,0,0,59,0,4,0,9,0,0,0,8,0,0,0,1,0,0,0,59,0,4,0,9,0,0,0,12,0,0,0,1,0,0,0,23,0,4,0,15,0,0,0,11,0,0,0,4,0,0,0,32,0,4,0,14,0,0,0,1,0,0,0,15, + 0,0,0,59,0,4,0,14,0,0,0,13,0,0,0,1,0,0,0,32,0,4,0,17,0,0,0,3,0,0,0,15,0,0,0,59,0,4,0,17,0,0,0,16,0,0,0,3,0,0,0,59,0,4,0,17,0,0,0,18,0,0,0,3,0,0,0,32,0,4,0,20,0,0,0,3,0,0,0,10,0,0,0, + 59,0,4,0,20,0,0,0,19,0,0,0,3,0,0,0,32,0,4,0,22,0,0,0,3,0,0,0,11,0,0,0,59,0,4,0,22,0,0,0,21,0,0,0,3,0,0,0,30,0,5,0,24,0,0,0,15,0,0,0,15,0,0,0,10,0,0,0,30,0,5,0,25,0,0,0,10,0,0,0,10, + 0,0,0,15,0,0,0,33,0,4,0,27,0,0,0,24,0,0,0,25,0,0,0,32,0,4,0,30,0,0,0,7,0,0,0,24,0,0,0,46,0,3,0,24,0,0,0,31,0,0,0,32,0,4,0,33,0,0,0,7,0,0,0,15,0,0,0,43,0,4,0,6,0,0,0,34,0,0,0,0,0,0, + 0,24,0,4,0,36,0,0,0,15,0,0,0,4,0,0,0,43,0,4,0,11,0,0,0,40,0,0,0,0,0,0,0,43,0,4,0,11,0,0,0,41,0,0,0,0,0,128,63,43,0,4,0,6,0,0,0,44,0,0,0,1,0,0,0,32,0,4,0,47,0,0,0,7,0,0,0,10,0,0,0,43, + 0,4,0,6,0,0,0,48,0,0,0,2,0,0,0,33,0,4,0,52,0,0,0,36,0,0,0,6,0,0,0,43,0,4,0,6,0,0,0,55,0,0,0,16,0,0,0,32,0,4,0,57,0,0,0,2,0,0,0,5,0,0,0,43,0,4,0,6,0,0,0,66,0,0,0,32,0,0,0,43,0,4,0,6, + 0,0,0,72,0,0,0,48,0,0,0,19,0,2,0,79,0,0,0,33,0,3,0,80,0,0,0,79,0,0,0,54,0,5,0,24,0,0,0,23,0,0,0,0,0,0,0,27,0,0,0,55,0,3,0,25,0,0,0,26,0,0,0,248,0,2,0,28,0,0,0,59,0,5,0,30,0,0,0,29, + 0,0,0,7,0,0,0,31,0,0,0,65,0,5,0,33,0,0,0,32,0,0,0,29,0,0,0,34,0,0,0,57,0,5,0,36,0,0,0,35,0,0,0,37,0,0,0,34,0,0,0,81,0,5,0,10,0,0,0,38,0,0,0,26,0,0,0,0,0,0,0,80,0,6,0,15,0,0,0,39,0, + 0,0,38,0,0,0,40,0,0,0,41,0,0,0,145,0,5,0,15,0,0,0,42,0,0,0,35,0,0,0,39,0,0,0,62,0,4,0,32,0,0,0,42,0,0,0,0,0,0,0,65,0,5,0,33,0,0,0,43,0,0,0,29,0,0,0,44,0,0,0,81,0,5,0,15,0,0,0,45,0, + 0,0,26,0,0,0,2,0,0,0,62,0,4,0,43,0,0,0,45,0,0,0,0,0,0,0,65,0,5,0,47,0,0,0,46,0,0,0,29,0,0,0,48,0,0,0,81,0,5,0,10,0,0,0,49,0,0,0,26,0,0,0,1,0,0,0,62,0,4,0,46,0,0,0,49,0,0,0,0,0,0,0, + 61,0,5,0,24,0,0,0,50,0,0,0,29,0,0,0,0,0,0,0,254,0,2,0,50,0,0,0,56,0,1,0,54,0,5,0,36,0,0,0,37,0,0,0,0,0,0,0,52,0,0,0,55,0,3,0,6,0,0,0,51,0,0,0,248,0,2,0,53,0,0,0,134,0,5,0,6,0,0,0,54, + 0,0,0,51,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,56,0,0,0,1,0,0,0,34,0,0,0,54,0,0,0,61,0,5,0,5,0,0,0,58,0,0,0,56,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,59,0,0,0,58,0,0,0,128,0,5,0,6,0,0,0,60,0, + 0,0,55,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,61,0,0,0,60,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,62,0,0,0,1,0,0,0,34,0,0,0,61,0,0,0,61,0,5,0,5,0,0,0,63,0,0,0,62,0,0,0,0,0,0,0,124,0,4,0,15,0,0, + 0,64,0,0,0,63,0,0,0,128,0,5,0,6,0,0,0,65,0,0,0,66,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,67,0,0,0,65,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,68,0,0,0,1,0,0,0,34,0,0,0,67,0,0,0,61,0,5,0,5,0,0,0, + 69,0,0,0,68,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,70,0,0,0,69,0,0,0,128,0,5,0,6,0,0,0,71,0,0,0,72,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,73,0,0,0,71,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,74,0,0,0, + 1,0,0,0,34,0,0,0,73,0,0,0,61,0,5,0,5,0,0,0,75,0,0,0,74,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,76,0,0,0,75,0,0,0,80,0,7,0,36,0,0,0,77,0,0,0,59,0,0,0,64,0,0,0,70,0,0,0,76,0,0,0,254,0,2,0,77, + 0,0,0,56,0,1,0,54,0,5,0,79,0,0,0,78,0,0,0,0,0,0,0,80,0,0,0,248,0,2,0,81,0,0,0,61,0,5,0,10,0,0,0,82,0,0,0,8,0,0,0,0,0,0,0,61,0,5,0,10,0,0,0,83,0,0,0,12,0,0,0,0,0,0,0,61,0,5,0,15,0,0, + 0,84,0,0,0,13,0,0,0,0,0,0,0,80,0,6,0,25,0,0,0,85,0,0,0,82,0,0,0,83,0,0,0,84,0,0,0,57,0,5,0,24,0,0,0,86,0,0,0,23,0,0,0,85,0,0,0,81,0,5,0,15,0,0,0,87,0,0,0,86,0,0,0,0,0,0,0,62,0,4,0, + 16,0,0,0,87,0,0,0,0,0,0,0,81,0,5,0,15,0,0,0,88,0,0,0,86,0,0,0,1,0,0,0,62,0,4,0,18,0,0,0,88,0,0,0,0,0,0,0,81,0,5,0,10,0,0,0,89,0,0,0,86,0,0,0,2,0,0,0,62,0,4,0,19,0,0,0,89,0,0,0,0,0, + 0,0,62,0,4,0,21,0,0,0,41,0,0,0,0,0,0,0,253,0,1,0,56,0,1,0, +}; + +// Same shader as __shader_frag_wgsl[] but compiled as SPIRV. +// 'wgslc -o frag.spv frag.wgsl' + 'binary_to_compressed_c -u8 -nocompress frag.spv' +static const unsigned char __shader_frag_spirv[1392] = +{ + 3,2,35,7,0,3,1,0,1,0,23,0,60,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,48,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,9,0,4,0,0,0,51,0,0,0,109, + 97,105,110,0,0,0,0,15,0,0,0,18,0,0,0,19,0,0,0,22,0,0,0,16,0,3,0,51,0,0,0,7,0,0,0,71,0,4,0,4,0,0,0,6,0,0,0,16,0,0,0,72,0,5,0,3,0,0,0,0,0,0,0,35,0,0,0,0,0,0,0,71,0,3,0,3,0,0,0,2,0,0, + 0,71,0,4,0,1,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,1,0,0,0,33,0,0,0,0,0,0,0,71,0,3,0,1,0,0,0,24,0,0,0,71,0,4,0,8,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,8,0,0,0,33,0,0,0,1,0,0,0,71,0,4,0,11,0,0, + 0,34,0,0,0,1,0,0,0,71,0,4,0,11,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,15,0,0,0,11,0,0,0,15,0,0,0,71,0,4,0,18,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,19,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,22,0,0,0,30, + 0,0,0,0,0,0,0,21,0,4,0,6,0,0,0,32,0,0,0,0,0,0,0,23,0,4,0,5,0,0,0,6,0,0,0,4,0,0,0,43,0,4,0,6,0,0,0,7,0,0,0,5,0,0,0,28,0,4,0,4,0,0,0,5,0,0,0,7,0,0,0,30,0,3,0,3,0,0,0,4,0,0,0,32,0,4,0, + 2,0,0,0,2,0,0,0,3,0,0,0,59,0,4,0,2,0,0,0,1,0,0,0,2,0,0,0,26,0,2,0,10,0,0,0,32,0,4,0,9,0,0,0,0,0,0,0,10,0,0,0,59,0,4,0,9,0,0,0,8,0,0,0,0,0,0,0,22,0,3,0,14,0,0,0,32,0,0,0,25,0,9,0,13, + 0,0,0,14,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,32,0,4,0,12,0,0,0,0,0,0,0,13,0,0,0,59,0,4,0,12,0,0,0,11,0,0,0,0,0,0,0,23,0,4,0,17,0,0,0,14,0,0,0,4,0,0,0,32,0,4,0,16, + 0,0,0,1,0,0,0,17,0,0,0,59,0,4,0,16,0,0,0,15,0,0,0,1,0,0,0,59,0,4,0,16,0,0,0,18,0,0,0,1,0,0,0,23,0,4,0,21,0,0,0,14,0,0,0,2,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,21,0,0,0,59,0,4,0,20,0,0,0, + 19,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,17,0,0,0,59,0,4,0,23,0,0,0,22,0,0,0,3,0,0,0,30,0,5,0,25,0,0,0,17,0,0,0,17,0,0,0,21,0,0,0,33,0,4,0,27,0,0,0,17,0,0,0,25,0,0,0,27,0,3,0,34, + 0,0,0,13,0,0,0,23,0,4,0,38,0,0,0,14,0,0,0,3,0,0,0,32,0,4,0,40,0,0,0,2,0,0,0,5,0,0,0,43,0,4,0,6,0,0,0,41,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,42,0,0,0,4,0,0,0,19,0,2,0,52,0,0,0,33,0,3,0,53, + 0,0,0,52,0,0,0,54,0,5,0,17,0,0,0,24,0,0,0,0,0,0,0,27,0,0,0,55,0,3,0,25,0,0,0,26,0,0,0,248,0,2,0,28,0,0,0,81,0,5,0,17,0,0,0,29,0,0,0,26,0,0,0,1,0,0,0,61,0,5,0,13,0,0,0,30,0,0,0,11,0, + 0,0,0,0,0,0,61,0,5,0,10,0,0,0,31,0,0,0,8,0,0,0,0,0,0,0,81,0,5,0,21,0,0,0,32,0,0,0,26,0,0,0,2,0,0,0,86,0,5,0,34,0,0,0,33,0,0,0,30,0,0,0,31,0,0,0,87,0,6,0,17,0,0,0,35,0,0,0,33,0,0,0, + 32,0,0,0,0,0,0,0,133,0,5,0,17,0,0,0,36,0,0,0,29,0,0,0,35,0,0,0,79,0,8,0,38,0,0,0,37,0,0,0,36,0,0,0,36,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,65,0,6,0,40,0,0,0,39,0,0,0,1,0,0,0,41,0,0,0,42,0, + 0,0,61,0,5,0,5,0,0,0,43,0,0,0,39,0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,44,0,0,0,43,0,0,0,0,0,0,0,124,0,4,0,14,0,0,0,45,0,0,0,44,0,0,0,80,0,6,0,38,0,0,0,46,0,0,0,45,0,0,0,45,0,0,0,45,0,0,0, + 12,0,7,0,38,0,0,0,47,0,0,0,48,0,0,0,26,0,0,0,37,0,0,0,46,0,0,0,81,0,5,0,14,0,0,0,49,0,0,0,36,0,0,0,3,0,0,0,80,0,5,0,17,0,0,0,50,0,0,0,47,0,0,0,49,0,0,0,254,0,2,0,50,0,0,0,56,0,1,0, + 54,0,5,0,52,0,0,0,51,0,0,0,0,0,0,0,53,0,0,0,248,0,2,0,54,0,0,0,61,0,5,0,17,0,0,0,55,0,0,0,15,0,0,0,0,0,0,0,61,0,5,0,17,0,0,0,56,0,0,0,18,0,0,0,0,0,0,0,61,0,5,0,21,0,0,0,57,0,0,0,19, + 0,0,0,0,0,0,0,80,0,6,0,25,0,0,0,58,0,0,0,55,0,0,0,56,0,0,0,57,0,0,0,57,0,5,0,17,0,0,0,59,0,0,0,24,0,0,0,58,0,0,0,62,0,4,0,22,0,0,0,59,0,0,0,0,0,0,0,253,0,1,0,56,0,1,0, +}; + static void SafeRelease(ImDrawIdx*& res) { if (res) @@ -245,9 +302,11 @@ static void SafeRelease(WGPUShaderModule& res) } static void SafeRelease(RenderResources& res) { - SafeRelease(res.Sampler); + SafeRelease(res.SamplerLinear); + SafeRelease(res.SamplerNearest); SafeRelease(res.Uniforms); - SafeRelease(res.CommonBindGroup); + SafeRelease(res.CommonBindGroupLinear); + SafeRelease(res.CommonBindGroupNearest); SafeRelease(res.ImageBindGroupLayout); }; @@ -259,31 +318,62 @@ static void SafeRelease(FrameResources& res) SafeRelease(res.VertexBufferHost); } -static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source) +static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(const char* wgsl_source) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + IM_UNUSED(bd); -#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) WGPUShaderSourceWGSL wgsl_desc = {}; wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL; wgsl_desc.code = { wgsl_source, WGPU_STRLEN }; -#else - WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; - wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; - wgsl_desc.code = wgsl_source; -#endif WGPUShaderModuleDescriptor desc = {}; desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc; + // Detect shader compilation errors by using an error scope. + // Flag to be passed into the validation callback `userdata1` pointer. + int validation_error = 0; + wgpuDevicePushErrorScope(bd->wgpuDevice, WGPUErrorFilter_Validation); + WGPUShaderModule module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); + WGPUPopErrorScopeCallbackInfo pop_cb = {}; + pop_cb.mode = WGPUCallbackMode_AllowSpontaneous; + pop_cb.callback = [](WGPUPopErrorScopeStatus, WGPUErrorType type, WGPUStringView, void* userdata1, void*) + { + if (type == WGPUErrorType_Validation) + *static_cast(userdata1) = 1; + }; + pop_cb.userdata1 = &validation_error; + wgpuDevicePopErrorScope(bd->wgpuDevice, pop_cb); + + WGPUProgrammableStageDescriptor stage_desc = {}; + if (module && !validation_error) + { + stage_desc.module = module; + stage_desc.entryPoint = { "main", WGPU_STRLEN }; + } + else if (module) + { + wgpuShaderModuleRelease(module); + } + return stage_desc; +} + +static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleSPIRV(const void* spirv_binary, size_t spirv_length) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + + WGPUShaderSourceSPIRV spirv_desc = {}; + spirv_desc.chain.sType = WGPUSType_ShaderSourceSPIRV; + spirv_desc.code = (const uint32_t *)spirv_binary; + spirv_desc.codeSize = ((uint32_t)(spirv_length / 4)); + + WGPUShaderModuleDescriptor desc = {}; + desc.nextInChain = (WGPUChainedStruct*)&spirv_desc; + WGPUProgrammableStageDescriptor stage_desc = {}; stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); -#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) stage_desc.entryPoint = { "main", WGPU_STRLEN }; -#else - stage_desc.entryPoint = "main"; -#endif return stage_desc; } @@ -358,15 +448,19 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState); - wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr); + wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr); // Setup blend factor WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); } +// Draw callbacks +static void ImGui_ImplWGPU_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplWGPU_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr); } +static void ImGui_ImplWGPU_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupNearest, 0, nullptr); } + // Render function -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) { // Avoid rendering when minimized @@ -402,11 +496,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder WGPUBufferDescriptor vb_desc = { nullptr, -#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) { "Dear ImGui Vertex buffer", WGPU_STRLEN, }, -#else - "Dear ImGui Vertex buffer", -#endif WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), false @@ -430,11 +520,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder WGPUBufferDescriptor ib_desc = { nullptr, -#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) { "Dear ImGui Index buffer", WGPU_STRLEN, }, -#else - "Dear ImGui Index buffer", -#endif WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), false @@ -458,8 +544,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder } int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); - wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); - wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, (size_t)vb_write_size); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, (size_t)ib_write_size); // Setup desired render state ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); @@ -469,7 +555,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder ImGui_ImplWGPU_RenderState render_state; render_state.Device = bd->wgpuDevice; render_state.RenderPassEncoder = pass_encoder; - platform_io.Renderer_RenderState = &render_state; + platform_io.Renderer_RenderState = bd->RenderState = &render_state; // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) @@ -485,8 +571,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + if (pcmd->UserCallback == ImGui_ImplWGPU_DrawCallback_ResetRenderState) ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); else pcmd->UserCallback(draw_list, pcmd); @@ -497,12 +582,11 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder ImTextureID tex_id = pcmd->GetTexID(); ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0); WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); - if (!bind_group) - { - bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); - bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group); - } - wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); + if (!bind_group && tex_id != 0) + if ((bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id)) != 0) + bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group); + if (bind_group) + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); @@ -511,8 +595,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } - if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } - if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; @@ -534,7 +618,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder } image_bind_groups.Data.resize(0); - platform_io.Renderer_RenderState = nullptr; + platform_io.Renderer_RenderState = bd->RenderState = nullptr; } static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex) @@ -566,11 +650,7 @@ void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex) // Create texture WGPUTextureDescriptor tex_desc = {}; -#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN }; -#else - tex_desc.label = "Dear ImGui Texture"; -#endif tex_desc.dimension = WGPUTextureDimension_2D; tex_desc.size.width = tex->Width; tex_desc.size.height = tex->Height; @@ -611,20 +691,12 @@ void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex) // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. -#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) WGPUTexelCopyTextureInfo dst_view = {}; -#else - WGPUImageCopyTexture dst_view = {}; -#endif dst_view.texture = backend_tex->Texture; dst_view.mipLevel = 0; dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 }; dst_view.aspect = WGPUTextureAspect_All; -#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) WGPUTexelCopyBufferLayout layout = {}; -#else - WGPUTextureDataLayout layout = {}; -#endif layout.offset = 0; layout.bytesPerRow = tex->Width * tex->BytesPerPixel; layout.rowsPerImage = upload_h; @@ -642,11 +714,7 @@ static void ImGui_ImplWGPU_CreateUniformBuffer() WGPUBufferDescriptor ub_desc = { nullptr, -#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) { "Dear ImGui Uniform buffer", WGPU_STRLEN, }, -#else - "Dear ImGui Uniform buffer", -#endif WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, MEMALIGN(sizeof(Uniforms), 16), false @@ -703,14 +771,15 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc); // Create the vertex shader - WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl); + WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModuleWGSL(__shader_vert_wgsl); + if (!vertex_shader_desc.module) vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModuleSPIRV(__shader_vert_spirv, sizeof(__shader_vert_spirv)); graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; // Vertex input configuration WGPUVertexAttribute attribute_desc[] = { -#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN +#if defined IMGUI_IMPL_WEBGPU_BACKEND_DAWN || defined IMGUI_IMPL_WEBGPU_BACKEND_WGVK { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, { nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, @@ -731,7 +800,8 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() graphics_pipeline_desc.vertex.buffers = buffer_layouts; // Create the pixel shader - WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl); + WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModuleWGSL(__shader_frag_wgsl); + if (!pixel_shader_desc.module) pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModuleSPIRV(__shader_frag_spirv, sizeof(__shader_frag_spirv)); // Create the blending setup WGPUBlendState blend_state = {}; @@ -758,11 +828,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() // Create depth-stencil State WGPUDepthStencilState depth_stencil_state = {}; depth_stencil_state.format = bd->depthStencilFormat; -#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False; -#else - depth_stencil_state.depthWriteEnabled = false; -#endif depth_stencil_state.depthCompare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; @@ -780,29 +846,35 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() ImGui_ImplWGPU_CreateUniformBuffer(); - // Create sampler + // Create samplers (Linear/Nearest) // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) WGPUSamplerDescriptor sampler_desc = {}; - sampler_desc.minFilter = WGPUFilterMode_Linear; - sampler_desc.magFilter = WGPUFilterMode_Linear; - sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge; sampler_desc.maxAnisotropy = 1; - bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); + sampler_desc.minFilter = WGPUFilterMode_Linear; + sampler_desc.magFilter = WGPUFilterMode_Linear; + sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; + bd->renderResources.SamplerLinear = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); + sampler_desc.minFilter = WGPUFilterMode_Nearest; + sampler_desc.magFilter = WGPUFilterMode_Nearest; + sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest; + bd->renderResources.SamplerNearest = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); - // Create resource bind group + // Create resource bind groups (one per sampler, otherwise identical) WGPUBindGroupEntry common_bg_entries[] = { { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 }, - { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 }, + { nullptr, 1, 0, 0, 0, bd->renderResources.SamplerLinear, 0 }, }; WGPUBindGroupDescriptor common_bg_descriptor = {}; common_bg_descriptor.layout = bg_layouts[0]; common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); common_bg_descriptor.entries = common_bg_entries; - bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); + bd->renderResources.CommonBindGroupLinear = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); + common_bg_entries[1].sampler = bd->renderResources.SamplerNearest; + bd->renderResources.CommonBindGroupNearest = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; SafeRelease(vertex_shader_desc.module); @@ -847,15 +919,18 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) io.BackendRendererName = "imgui_impl_wgpu (Dawn, Native)"; #endif #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) -#if defined(__EMSCRIPTEN__) - io.BackendRendererName = "imgui_impl_wgpu (WGPU, Emscripten)"; // linked using EMSCRIPTEN with "-sUSE_WEBGPU=1" flag, deprecated from EMSCRIPTEN 4.0.10 -#else io.BackendRendererName = "imgui_impl_wgpu (WGPU, Native)"; -#endif +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK) + io.BackendRendererName = "imgui_impl_wgpu (WGVK, Native)"; #endif io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplWGPU_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplWGPU_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplWGPU_DrawCallback_SetSamplerNearest; + bd->initInfo = *init_info; bd->wgpuDevice = init_info->Device; bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); @@ -864,11 +939,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) bd->numFramesInFlight = init_info->NumFramesInFlight; bd->frameIndex = UINT_MAX; - bd->renderResources.Sampler = nullptr; - bd->renderResources.Uniforms = nullptr; - bd->renderResources.CommonBindGroup = nullptr; bd->renderResources.ImageBindGroups.Data.reserve(100); - bd->renderResources.ImageBindGroupLayout = nullptr; // Create buffers with a default size (they will later be grown as needed) bd->pFrameResources = new FrameResources[bd->numFramesInFlight]; @@ -923,7 +994,7 @@ void ImGui_ImplWGPU_NewFrame() bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status) { -#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK) return (status == WGPUSurfaceGetCurrentTextureStatus_Error); #else return (status == WGPUSurfaceGetCurrentTextureStatus_OutOfMemory || status == WGPUSurfaceGetCurrentTextureStatus_DeviceLost); @@ -940,7 +1011,7 @@ bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(WGPUSurfaceGetCurrentTextureStatus } // Helpers to obtain a string -#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK) const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type) { switch (type) diff --git a/backends/imgui_impl_wgpu.h b/backends/imgui_impl_wgpu.h index b80d88894..492486401 100644 --- a/backends/imgui_impl_wgpu.h +++ b/backends/imgui_impl_wgpu.h @@ -3,14 +3,16 @@ // (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess) // When targeting native platforms: -// - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU *must* be provided. +// - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN, IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_WGVK *must* be provided. // When targeting Emscripten: -// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN is Emscripten version is 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'. +// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN and requires Emscripten 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'. +// - Emscripten < 4.0.10 is not supported anymore (old '-sUSE_WEBGPU=1' option). // - We can still define IMGUI_IMPL_WEBGPU_BACKEND_WGPU to use Emscripten '-s USE_WEBGPU=1' which is marked as obsolete by Emscripten. // Add #define to your imconfig.h file, or as a compilation flag in your build system. // This requirement may be removed once WebGPU stabilizes and backends converge on a unified interface. //#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN //#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU +//#define IMGUI_IMPL_WEBGPU_BACKEND_WGVK // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef! @@ -35,11 +37,7 @@ // Setup Emscripten default if not specified. #if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) #include -#if (__EMSCRIPTEN_major__ >= 4) && (__EMSCRIPTEN_minor__ >= 0) && (__EMSCRIPTEN_tiny__ >= 10) #define IMGUI_IMPL_WEBGPU_BACKEND_DAWN -#else -#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU -#endif #endif #include @@ -74,7 +72,7 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex); // [BETA] Selected render state data shared with callbacks. @@ -102,7 +100,7 @@ const char* ImGui_ImplWGPU_GetAdapterTypeName(WGPUAdapterType type); #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) const char* ImGui_ImplWGPU_GetDeviceLostReasonName(WGPUDeviceLostReason type); const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type); -#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__) +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) const char* ImGui_ImplWGPU_GetLogLevelName(WGPULogLevel level); #endif diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index 8a9ab105c..eb38c31da 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -22,21 +22,23 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. -// 2026-01-26: [Docking] Fixed an issue from 1.90.5 where newly appearing windows that are not parented to the main viewport don't have task bar icon appear before the windows was explicited refocused. (#7354, #8669) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-03-31: [Viewports] Fixed setting/getting size when viewports have OS decorations (e.g. io.ConfigViewportsNoDecoration = false) and process is running in Per-Monitor V2 DPI mode. (#8897) +// 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556) +// 2026-01-26: [Viewports] Fixed an issue from 1.90.5 where newly appearing windows that are not parented to the main viewport don't have task bar icon appear before the windows was explicited refocused. (#7354, #8669) // 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961) // 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state. // 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed. // 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. -// 2025-06-02: [Docking] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code. +// 2025-06-02: [Viewports] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code. // 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594) -// 2025-03-26: [Docking] Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration = false) while user code was discarding the 'bool* p_open = false' output from Begin(). Because we allowed the Win32 window to close early, Windows destroyed it and our imgui window became not visible even though user code was still submitting it. +// 2025-03-26: [Viewports] Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration = false) while user code was discarding the 'bool* p_open = false' output from Begin(). Because we allowed the Win32 window to close early, Windows destroyed it and our imgui window became not visible even though user code was still submitting it. // 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) -// 2025-02-21: [Docking] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415) +// 2025-02-21: [Viewports] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415) // 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. -// 2024-11-21: [Docking] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069) -// 2024-10-28: [Docking] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069) -// 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) +// 2024-11-21: [Viewports] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069) +// 2024-10-28: [Viewports] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069) +// 2024-09-16: [Viewports] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) // 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). @@ -107,6 +109,7 @@ typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); #endif +typedef BOOL(WINAPI* PFN_AdjustWindowRectExForDpi)(LPRECT, DWORD, BOOL, DWORD, UINT); // Clang/GCC warnings with -Weverything #if defined(__clang__) @@ -123,6 +126,7 @@ typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc); static void ImGui_ImplWin32_ShutdownMultiViewportSupport(); static void ImGui_ImplWin32_UpdateMonitors(); +static bool ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2(); struct ImGui_ImplWin32_Data { @@ -135,6 +139,8 @@ struct ImGui_ImplWin32_Data ImGuiMouseCursor LastMouseCursor; UINT32 KeyboardCodePage; bool WantUpdateMonitors; + bool IsPerMonitorDpiAwareV2; + PFN_AdjustWindowRectExForDpi AdjustWindowRectExForDpi; #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD bool HasGamepad; @@ -142,6 +148,7 @@ struct ImGui_ImplWin32_Data HMODULE XInputDLL; PFN_XInputGetCapabilities XInputGetCapabilities; PFN_XInputGetState XInputGetState; + DWORD XInputPacketNumber; #endif ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } @@ -211,6 +218,10 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) ::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext()); ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc); + if (HINSTANCE user32_dll = ::GetModuleHandleA("user32.dll")) + bd->AdjustWindowRectExForDpi = (PFN_AdjustWindowRectExForDpi)::GetProcAddress(user32_dll, "AdjustWindowRectExForDpi"); + bd->IsPerMonitorDpiAwareV2 = ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2(); + // Dynamically load XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD bd->WantUpdateHasGamepad = true; @@ -423,6 +434,9 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) return; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + if (bd->XInputPacketNumber != 0 && bd->XInputPacketNumber == xinput_state.dwPacketNumber) + return; + bd->XInputPacketNumber = xinput_state.dwPacketNumber; #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } @@ -506,7 +520,7 @@ void ImGui_ImplWin32_NewFrame() // Setup time step INT64 current_time = 0; ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); - io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + io.DeltaTime = (float)((double)(current_time - bd->Time) / (double)bd->TicksPerSecond); bd->Time = current_time; // Update OS mouse position @@ -877,6 +891,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA case WM_SETFOCUS: case WM_KILLFOCUS: io.AddFocusEvent(msg == WM_SETFOCUS); +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->XInputPacketNumber = 0; // FIXME: Technically, calling io.ClearInputKeys() directly would require this as well. +#endif return 0; case WM_INPUTLANGCHANGE: ImGui_ImplWin32_UpdateKeyboardCodePage(io); @@ -933,6 +950,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA return 0; case WM_DPICHANGED: { + // FIXME-DPI: see SDL3's WM_GETDPISCALEDSIZE handler. const RECT* suggested_rect = (RECT*)lParam; if (io.ConfigDpiScaleViewports) ::SetWindowPos(hwnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE); @@ -950,7 +968,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, -// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. //--------------------------------------------------------------------------------------------------------- // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. @@ -995,9 +1013,11 @@ DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 #endif -typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ -typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ -typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_GetThreadDpiAwarenessContext)(); // " +typedef BOOL(WINAPI* PFN_AreDpiAwarenessContextsEqual)(DPI_AWARENESS_CONTEXT, DPI_AWARENESS_CONTEXT); // " // Helper function to enable DPI awareness without setting up a manifest void ImGui_ImplWin32_EnableDpiAwareness() @@ -1029,6 +1049,18 @@ void ImGui_ImplWin32_EnableDpiAwareness() #endif } +static bool ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2() +{ + if (!_IsWindows10OrGreater()) + return false; + static HINSTANCE user32_dll = ::GetModuleHandleA("user32.dll"); + PFN_GetThreadDpiAwarenessContext GetThreadDpiAwarenessContextFn = (PFN_GetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "GetThreadDpiAwarenessContext"); + PFN_AreDpiAwarenessContextsEqual AreDpiAwarenessContextsEqualFn = (PFN_AreDpiAwarenessContextsEqual)::GetProcAddress(user32_dll, "AreDpiAwarenessContextsEqual"); + if (GetThreadDpiAwarenessContextFn && AreDpiAwarenessContextsEqualFn) + return AreDpiAwarenessContextsEqualFn(GetThreadDpiAwarenessContextFn(), DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2) != 0; + return false; +} + #if defined(_MSC_VER) && !defined(NOGDI) #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' #endif @@ -1046,7 +1078,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) { GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! - return xdpi / 96.0f; + return (float)xdpi / 96.0f; } } #ifndef NOGDI @@ -1056,7 +1088,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! ::ReleaseDC(nullptr, dc); #endif - return xdpi / 96.0f; + return (float)xdpi / 96.0f; } float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) @@ -1147,6 +1179,18 @@ static HWND ImGui_ImplWin32_GetHwndFromViewport(ImGuiViewport* viewport) return nullptr; } +static void ImGui_ImplWin32_AdjustWindowRect(ImGuiViewport* viewport, RECT* rect, DWORD style, DWORD ex_style) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (bd->AdjustWindowRectExForDpi && bd->IsPerMonitorDpiAwareV2) + { + UINT dpi = (UINT)(viewport->DpiScale * 96.0f + 0.5f); + if (dpi != 0 && bd->AdjustWindowRectExForDpi(rect, style, FALSE, ex_style, dpi)) + return; + } + ::AdjustWindowRectEx(rect, style, FALSE, ex_style); +} + static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); @@ -1158,7 +1202,7 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) // Create window RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; - ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle); vd->Hwnd = ::CreateWindowExW( vd->DwExStyle, L"ImGui Platform", L"Untitled", vd->DwStyle, // Style, class name, window name rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area @@ -1251,7 +1295,7 @@ static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle); RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; - ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle); // Client to Screen ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; @@ -1281,7 +1325,7 @@ static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using - ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle); ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); } @@ -1301,7 +1345,7 @@ static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using - ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle); // Client to Screen ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); } diff --git a/backends/imgui_impl_win32.h b/backends/imgui_impl_win32.h index 3479da4db..0f1b9b29c 100644 --- a/backends/imgui_impl_win32.h +++ b/backends/imgui_impl_win32.h @@ -27,7 +27,7 @@ IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); -// Win32 message handler your application need to call. +// Win32 message handler your application needs to call. // - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. // - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. @@ -41,7 +41,7 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, -// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor diff --git a/backends/vulkan/glsl_shader.frag b/backends/vulkan/glsl_shader.frag index ce7e6f72b..00fa28c64 100644 --- a/backends/vulkan/glsl_shader.frag +++ b/backends/vulkan/glsl_shader.frag @@ -1,7 +1,8 @@ #version 450 core layout(location = 0) out vec4 fColor; -layout(set=0, binding=0) uniform sampler2D sTexture; +layout(set=0, binding=0) uniform texture2D _Texture; +layout(set=1, binding=0) uniform sampler _Sampler; layout(location = 0) in struct { vec4 Color; @@ -10,5 +11,5 @@ layout(location = 0) in struct { void main() { - fColor = In.Color * texture(sTexture, In.UV.st); + fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st); } diff --git a/docs/BACKENDS.md b/docs/BACKENDS.md index f001bc729..e151e04f8 100644 --- a/docs/BACKENDS.md +++ b/docs/BACKENDS.md @@ -256,8 +256,8 @@ void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data) const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - MyEngineSetupenderState(); + if (pcmd->UserCallback == platform_io.DrawCallback_ResetRenderState) + MyEngineSetupSenderState(); else pcmd->UserCallback(cmd_list, pcmd); } @@ -338,7 +338,7 @@ void MyImGuiBackend_UpdateTexture(ImTextureData* tex) { // Create texture based on tex->Width, tex->Height. // - Most backends only support tex->Format == ImTextureFormat_RGBA32. - // - Backends for particularly memory constrainted platforms may support tex->Format == ImTextureFormat_Alpha8. + // - Backends for particularly memory constrained platforms may support tex->Format == ImTextureFormat_Alpha8. // Upload all texture pixels // - Read from our CPU-side copy of the texture and copy to your graphics API. diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 64806548b..2d5de3b0b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,67 +36,454 @@ HOW TO UPDATE? - Please report any issue! ----------------------------------------------------------------------- - VERSION 1.92.6 WIP (In Progress) + VERSION 1.92.9 WIP (In Progress) ----------------------------------------------------------------------- Breaking Changes: -- Commented out legacy names obsoleted in 1.90 (Sept 2023): - - BeginChildFrame() --> BeginChild() with ImGuiChildFlags_FrameStyle flag. - - EndChildFrame() --> EndChild(). - - ShowStackToolWindow() --> ShowIDStackToolWindow(). - - IM_OFFSETOF() --> offsetof(). - - IM_FLOOR() --> IM_TRUNC() [internal, for positive values only] -- Hashing: handling of "###" operator to reset to seed within a string identifier - doesn't include the "###" characters in the output hash anymore: - Before: GetID("Hello###World") == GetID("###World") != GetID("World"); - Now: GetID("Hello###World") == GetID("###World") == GetID("World"); - - This has the property of facilitating concatenating and manipulating - identifiers using "###", and will allow fixing other dangling issues. - - This will invalidate hashes (stored in .ini data) for Tables and Windows - that are using the "###" operators. (#713, #1698) -- Renamed helper macro IM_ARRAYSIZE() -> IM_COUNTOF(). Kept redirection/legacy name. +Other Changes: + +- Windows: + - Clicking on a window's empty-space to move/focus a window checks + for lack of mouse button ownership. This gives an additional opportunity + for user code to bypass it without using a clickable item. (#9382) + - Clicking on a window's empty-space to move/focus a window checks + for lack of queued focus request. (#9382) + +Docking+Viewports Branch: + + +----------------------------------------------------------------------- + VERSION 1.92.8 (Released 2026-05-12) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.8 + +Breaking Changes: + +- DrawList: swapped the last two arguments of `AddRect()`, `AddPolyline()`, `PathStroke()`. + - Before: `void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f);` + - After: `void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, float thickness = 1.0f, ImDrawFlags flags = 0);` + - Before: `void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);` + - After: `void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags = 0);` + - Before: `void ImDrawList::PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f);` + - After: `void ImDrawList::PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0);` + Added inline redirection functions when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is off. + Marked the old functions are =delete when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is on, to allow for better type-checking. + Effectively the typical call site is changing from: + - Before: `window->DrawList->AddRect(p_min, p_max, color, rounding, ImDrawFlags_None, border_size);` + - After: `window->DrawList->AddRect(p_min, p_max, color, rounding, border_size);` + Notes: + - Users of C++ and other languages with type-checking will be notified at compile-time of any mistakes. + - Users of high-level bindings or languages with no type-checking will be notified at runtime via an assert for invalid flags value. + If you are a binding maintainer consider doing something to facilitate transition or error detection. + - This is perhaps the worst breaking change in our history :( but it makes ImDrawList function signatures consistent. + As we are aiming to add flags and features to variety of ImDrawList functions, that consistency becomes more important. + The new order is also more convenient as `flags` are less frequently used than `thickness` in real code. + - As a general policy in Dear ImGui, all our flags default to 0 so ImDrawFlags_None was likely written 0 in some call sites. + - Consider adding `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h, even temporarily, to clean up legacy code. + - Reminder: you do NOT need to specify `ImDrawFlags_RoundCornersAll` for rounding, it is already the default! +- DrawList: obsoleted `ImDrawCallback_ResetRenderState` in favor of using `ImGui::GetPlatformIO().DrawCallback_ResetRenderState`, + which is part of our new standard draw callbacks. (#9378) + Redirecting the earlier value into the later one when set, so both old and new code should work. +- Backends: + - Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. (#914) + This change allows us to facilitate changing samplers, in line with other backends. [@yaz0r, @ocornut] + - When creating your own descriptor pool (instead of letting backend creates its own): + - Before: need at least `IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER`. + - After: need at least `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE`. + + `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLER`. + - When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler. + - Before: `ImGui_ImplVulkan_AddTexture(VkSampler, VkImageView, VkImageLayout)` + - After: `ImGui_ImplVulkan_AddTexture(VkImageView, VkImageLayout)` + - Kept inline redirection function that ignores the sampler (will obsolete). + - DirectX10, DirectX11, SDLGPU3, Vulkan: removed samplers from `ImGui_ImplXXXX_RenderState`. + Prefer to use backend-agnostic DrawCallback_SetSamplerLinear which works everywhere! (#9378) + If there is a legit need/request for them or any render state we can always add them back. + +Other Changes: + +- DrawList: + - Added room in `ImGuiPlatformIO` for standard backend-agnostic draw callbacks. Those callbacks + are setup/provided by the backend and available in most of our standard backends. + They allow backend-agnostic code from e.g. switching to a Nearest/Point sampler without + messing with custom Renderer-specific callbacks. + platform_io.DrawCallback_ResetRenderState; // Request to reset the graphics/render state. + platform_io.DrawCallback_SetSamplerLinear; // Request to set current texture sampling to Linear + platform_io.DrawCallback_SetSamplerNearest; // Request to set current texture sampling to Nearest/Point + Note that some backends might not support all callbacks. + (#9378, #9371, #3590, #8926, #2973, #7485, #7468, #6969, #5118, #7616, #9173, #8322, #7230, + #5999, #6452, #5156, #7342, #7592, #7511) + - Made `AddCallback()` user data default to Null for convenience. + - Added `AddLineH()`, `AddLineV()` helpers to draw horizontal and vertical lines. [@memononen] +- InputText: + - InputTextMultiline: fixed an issue processing deactivation logic when an active + multi-line edit is clipped due to being out of view. + - Fixed a crash when toggling ReadOnly while active. (#9354) + - `CharFilter` callback event sets CursorPos/SelectionStart/SelectionEnd. (#816) +- Tables: + - Fixed issues reporting ideal size to parent window/container: (#9352, #7651) + - When both scrollbars are visible but only one of ScrollX/ScrollY was explicitly requested. + - When vertical scrollbar was not at the top, the computation was often incorrect. +- Windows: + - Fixed a single-axis auto-resizing feedback loop issue with nested containers + and varying scrollbar visibility. (#9352) + - Detect and report error when calling End() instead of EndPopup() on a popup. (#9351) + - Child windows with only `ImGuiChildFlags_AutoResizeY` flag keep using the proportional + default `ItemWidth`. (#9355) + - Using mouse wheel to scroll takes and keeps ownership of the corresponding keys + (e.g. `ImGuiKey_MouseWheelY`) while a wheeling window is locked. (#2604, #3795) +- InputInt, InputFloat, InputScalar: + - Reinstated `ImGuiInputTextFlags_EnterReturnsTrue` support which was removed in 1.91.4. + (#8665, #9299, #8065, #3946, #6284, #9117) + - Fixed the fact that it didn't return true when validating same value. + - Fixed losing value when tabbing out or losing focus. + - Made it that pressing +/- step buttons also return true, which is in line + with 1.91.4 behavior. + - In a majority of cases you should use `IsItemDeactivatedAfterEdit()` instead, + but it still has a few edge cases flaws (to be addressed soon). + - Allow passing a format string that does not display the scalar value. + Parsing input with default format for the type. (#9385) [@FireFox2000000] +- Multi-Select: + - Fixed an issue using Multi-Select within a Table causing column width measurement to + be invalid when trailing column contents is not submitted in the last row. (#9341, #8250) + - Fixed an issue using Multi-Select within a Table with the right-most column visible, + which could lead to an extra vertical offset in the Header row. (#8250) +- Multi-Select + Box-Select: + - Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect1d` mode while scrolling. + Notably, using mouse wheel while holding a box-selection could lead items close to windows + edges from not being correctly unselected. (#7994, #8250, #7821, #7850, #7970) + - Improved dirty/unclip rectangle logic for `ImGuiMultiSelectFlags_BoxSelect2d`. + - Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect2d` mode, where + items out of view wouldn't be properly selected while scrolling while mouse cursor + is hovering outside of selection scope. (#7994, #1861, #6518) + - Fixed an issue where items out of horizontal view would sometimes lead + to incorrect merging of sequential selection requests while also scrolling fast + enough to overlap multiple rows during a frame. (#7994, #1861, #6518) + - Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect2d` mode in a Table + while relying on the `TableNextColumn()` return value to perform coarse clipping. (#7994) + - Disabled merging consecutive selection requests as we have no reliable + way of detecting if user has submitted all consecutive items without clipping gaps, + and `ImGuiSelectionUserData` is technically opaque storage. (#7994, #1861) + (we will probably bring this back as a minor optimization if we have a way to for + user to tell us `ImGuiSelectionUserData` are indices) + - Fixes for using across nested child windows. (#8364) + - Box-Select + Clipper: fixed an issue selecting items while scrolling while a clipper + active. (#7994, #8250, #7821, #7850, #7970) + - Box-Select + Tables: fixed an issue using box-selection in a tables with + items straying out of columns boundaries. (#7994, #2221) + - Box-Select + Tables: fixed an issue when calling `BeginMultiSelect()` in a table + before layout has been locked (first row or headers row submitted). (#8250) +- Menus: + - BeginMenu()/MenuItem(): fixed accidental triggering of child menu items when + opening a menu inside a small host window forcing the child menu window to be + repositioned under the mouse cursor. (#8233, #9394) + Done by reworking `BeginMenu()`/`MenuItem()`: they previously avoiding taking + ActiveID + key/click ownership (in order to allow releasing button on another item). + Now they take them and release them once the mouse is moved outside item boundaries. +- Inputs: + - SetItemKeyOwner(): return true if ownership has been requested, which typically + needs to to checked for gating further tests. This is important as the function + may fail. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) + - SetItemKeyOwner(): does not set ownership is key is already taken. Effectively + this makes using `SetItemKeyOwner(ImGuiKey_MouseWheelY)` over an item work as + expected while not having item react if a scroll wheel is actively in progress. + May be subject to further redesign, e.g. conditional flags. Feedback welcome! +- Style: + - Checkbox: added `ImGuiCol_CheckboxSelectedBg` to change or accentuate the + background color of checked/mixed checkboxes. (#9392) + - Added `ImGuiStyleVar_DragDropTargetRounding`. (#9056) + - Fixed vertical scrollbar top coordinates when using thick borders on windows + with no title bar and no menu bar. (#9366) - Fonts: - - AddFontDefault() now automatically selects an embedded font between: - - AddFontDefaultVector(): new scalable font. Recommended at any higher size. - - AddFontDefaultBitmap(): classic pixel-clean font. Recommended at Size 13px with no scaling. + - imgui_freetype: add FreeType headers & compiled version in 'About Dear ImGui' details. + - Assert when using MergeMode with an explicit size over a target font with an implicit + size, as scale factor are likely erroneous. (#9361) +- Clipper: + - Improved error reporting when misusing the clipper inside a table (prioritize + reporting the common clipper error over a table sanity check assert). (#9350) + - Tweaked assert triggering when first item height measurement fails, and made it + a better recoverable error. (#9350) +- Misc: + - Minor optimization: reduce redundant label scanning in common widgets. + - Added missing Test Engine hooks for `PlotLines()`, `PlotHistogram()`, `VSliderXXX()` + and `TableHeader()` functions. +- Demo: + - Added simple demo for a scrollable/zoomable image viewer with a grid. + Available in `Examples->Image Viewer` and `Widgets->Images`. +- Backends: + - Added support for new standardized draw callbacks in most backends: (#9378) + - Allegro5: Reset n/a n/a + - DX9: Reset SetSamplerLinear SetSamplerNearest + - DX10: Reset SetSamplerLinear SetSamplerNearest + - DX11: Reset SetSamplerLinear SetSamplerNearest + - DX12: Reset SetSamplerLinear SetSamplerNearest + - Metal: Reset SetSamplerLinear SetSamplerNearest + - OpenGL2: Reset SetSamplerLinear SetSamplerNearest + - OpenGL3+: Reset SetSamplerLinear SetSamplerNearest + - SDLGPU3: Reset SetSamplerLinear SetSamplerNearest + - SDLRenderer2: Reset n/a n/a + - SDLRenderer3: Reset SetSamplerLinear SetSamplerNearest + - Vulkan: Reset SetSamplerLinear SetSamplerNearest + - WebGPU: Reset SetSamplerLinear SetSamplerNearest + (Vulkan backend by @yaz0r, Metal by @ssh4net, others by @ocornut) + - GLFW: added a Win32-specific implementation of `ImGui_ImplGlfw_GetContentScaleXXXX` + functions for legacy GLFW 3.2. (#9003) + - Metal: avoid redundant vertex buffer bind in `SetupRenderState()`, which leads + to validation issue. (#9343) [@Hunam6] + - Metal: use a dedicated `bufferCacheLock` to avoid crashing when `bufferCache` is + replaced by a new object while being used for `@synchronize()`. (#9367) [@andygrundman] + - SDL2: made `ImGui_ImplSDL2_GetContentScaleForWindow()`/`ImGui_ImplSDL2_GetContentScaleForDisplay()` + helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value + and this breaks scaling border size. (#9369) + - WebGPU: rework choice/detection of using WGSL/SPIR-V shader on WGVK. (#9316, #9246, #9257, #9387) +- Examples: + - Update VS toolset in all .vcxproj from VS2015 (v140) to VS2017 (v141). The later is the + first that supports vcpkg. Onward we will likely stop testing building the library with VS2015. + - GLFW+Vulkan, SDL2+Vulkan, SDL3+Vulkan, Win32+Vulkan: reworked to create a descriptor pool with: + - `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE`. + - `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLER`. + +Docking+Viewports Branch: + +- Docking: + - Toggling tab bar visibility marks saved settings as dirty. (#9380) +- Viewports: + - Added opaque `void* PlatformIconData` storage in viewport and `ImGuiWindowClass` + to allow passing icon information to a custom backend or hook. (#2715) + + +----------------------------------------------------------------------- + VERSION 1.92.7 (Released 2026-04-02) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.7 + +Breaking Changes: + + - Separator: fixed a legacy quirk where `Separator()` was submitting a zero-height + item for layout purpose, even though it draws a 1-pixel separator. + The fix could affect code e.g. computing height from multiple widgets in order to + allocate vertical space for a footer or multi-line status bar. (#2657, #9263) + The "Console" example had such a bug: + float footer_height = style.ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + BeginChild("ScrollingRegion", { 0, -footer_height }); + Should be: + float footer_height = style.ItemSpacing.y + style.SeparatorSize + ImGui::GetFrameHeightWithSpacing(); + BeginChild("ScrollingRegion", { 0, -footer_height }); + When such idiom was used and assuming zero-height Separator, it is likely that + in 1.92.7 the resulting window will have unexpected 1 pixel scrolling range. + - Multi-Select: renamed `ImGuiMultiSelectFlags_SelectOnClick` to `ImGuiMultiSelectFlags_SelectOnAuto`. + Kept inline redirection enum (will obsolete). + - Combo(), ListBox(): commented out legacy signatures which were obsoleted in 1.90 + (Nov 2023), when the getter callback type was changed from: + bool (*getter)(void* user_data, int idx, const char** out_text) + To: + const char* (*getter)(void* user_data, int idx) + +Other Changes: + +- TreeNode: + - Moved `TreeNodeGetOpen()` helper to public API. I was hesitant to make this public + because I intend to provide a more generic and feature-full version, but in the meanwhile + this will do. (#3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722) + - In 'Demo->Property Editor' demonstrate a way to perform tree clipping by fast-forwarding + through non-visible chunks. (#3823, #9251, #6990, #6042) + Using SetNextItemStorageID() + TreeNodeGetOpen() makes this notably easier than + it was prior to 1.91. +- InputText: + - Shift+Enter in multi-line editor always adds a new line, regardless of + `ImGuiInputTextFlags_CtrlEnterForNewLine` being set or not. (#9239) + - Reworked `io.ConfigInputTextEnterKeepActive` mode so that pressing Enter will + deactivate/reactivate the item in order for e.g. `IsItemDeactivatedAfterEdit()` + signals to be emitted the same way regardless of that setting. (#9001, #9115) + - Fixed a glitch when using `ImGuiInputTextFlags_ElideLeft` where the local x offset + would be incorrect during the deactivation frame. (#9298) + - Fixed a crash introduced in 1.92.6 when handling `ImGuiInputTextFlags_CallbackResize` + in certain situations. (#9174) + - Fixed selection highlight Y1 offset being very slightly off (since 1.92.3). (#9311) [@v-ein] + - InputTextMultiline: fixed an issue introduced in 1.92.3 where line count calculated + for vertical scrollbar range would be +1 when the widget is inactive, word-wrap is + disabled and the text buffer ends with '\n'. Fixed a similar issue related to clipping + large amount of text. + - InputTextMultiline: avoid going through reactivation code and fixed losing revert value + when activating scrollbar. + - InputTextMultiline: fixed an issue where edit buffer wouldn't be reapplied to back + buffer on the `IsItemDeactivatedAfterEdit()` frame. This could create issues when + using the idiom of not applying edits before `IsItemDeactivatedAfterEdit()`. + (#9308, #8915, #8273) +- Tables: + - Allow reordering columns by dragging them in the context menu. (#9312) + - Context menu now presents columns in display order. (#9312) + - Fixed and clarified the behavior of using `TableSetupScrollFreeze()` with columns>1, + and where some of the columns within that range were Hidable. + - Before: `TableSetupScrollFreeze(N, 0)`: include the N left-most visible columns as + part of the scroll freeze. So if you intentionally hide columns