Compare commits

...
Author SHA1 Message Date
Powei Feng ed937ce995 Testing ankerl containers 2024-07-25 16:36:34 +08:00
Mathias Agopian be4f287b07 More improvements to the JobSystem (#7988)
* improve parallel_for a bit

We get about 40% performance increase. The gain comes from not having
to copy the JobData structure each time we create a job, by using a
new emplaceJob() method, we can create the structure directly into
its destination.

* avoid calling wakeAll() when possible

wakeAll() is very expensive and not always needed when a job finishes
because there may not be anyone waiting on that job.

We now maintain a waiter count per job, and use that to determine if
we need to notify or not.

And now that the JobSystem overhead is lower, we can decrease the size
of the jobs, which improves the load balancing.

* mActiveJobs fixes

some comments claimed mActiveJobs needed to be modified before or after
accessing the WorkQueue; this couldn't be correct because there were no
guaranteed global ordering with the workQueue.
2024-07-24 15:34:36 -07:00
Mathias Agopian d3a35de386 fix a crash with bloom when screen dimension smaller than 16px 2024-07-24 11:49:38 -07:00
Sungun Park 9057c47a56 Release Filament 1.53.2 2024-07-23 01:23:57 +00:00
Mathias Agopian 4a5081388d RenderPass batch size was too small
The batch size was calculated incorrectly, which in theory could lead
to command buffer overflows (albeit unlikely).
2024-07-22 13:53:05 -07:00
Mathias Agopian a60fe41681 performance improvements to JobSystem
- reduce the number of calls to notify_one() and notify_all().
  notify_one() is not only called when running a new job, and
  notify_all() only when a job finishes.

- don't hold the condition lock while calling notify_*(), as it is not
  strictly needed, and because notify_*() can be very slow, there can
  be a lot of contention on this lock as a result; blocking the whole
  jobsystem thread pool.

- add a new version of run() that takes an opaque thread id that can
  be retrieved from a job's execute function; this is especially
  intended to be used by parallel_for(); it's just a more efficient
  version of run() that avoids a hashmap lookup.


Overall these change yield a significant performance boost:
- running + waiting a job: +200%
- running many jobs: +150%
- running many jobs in parallel: +50%
2024-07-22 11:12:51 -07:00
Mathias Agopian a8ace2891d improve frame timing info
- we use a circular buffer for the frame history so that 
  we don't have to copy the data when insert a new entry.
  This also allows us to keep a reference to an entry, which
  doesn't get invalidated when an entry is added/removed.

- we now store the gpu frame time in the correct slot (instead of
  always the latest). It didn't matter before because the API wasn't
  public and we only needed some recent frame time.

- a new public API now returns the frame history, which now contains 
  more data; in particular the main and backend thread's begin/end
  frame time.


BUGS=[321110544]
2024-07-18 21:14:44 -07:00
mdagoisandPowei Feng 669ffc85c0 Minor typo fix and slight optimization (#7978)
Co-authored-by: Powei Feng <powei@google.com>
2024-07-19 03:07:54 +00:00
mdagoisandPowei Feng d957dd8082 Fix to barriers in VulkanBuffer (#7979)
Co-authored-by: Powei Feng <powei@google.com>
2024-07-19 10:45:10 +08:00
Ben Doherty 8eda62c957 Update imgui to v1.90.9 (#7977) 2024-07-18 16:38:25 -07:00
Sungun Park 90f079ac2c Add an extra check for renderStandaloneView (#7975)
renderStandaloneView must be called outside of beginFrame() /
endFrame(). This extra check ensures this behavior.
2024-07-18 06:31:02 -07:00
Balaji M 3728f06603 utility::loadCgltfBuffers is done once instead of doing for each primitive (#7969) 2024-07-12 23:22:25 +00:00
Adam Wychowaniec 39cfce641c Fix precondition check when creating static geometry. 2024-07-08 11:53:24 -07:00
Mathias Agopian 3fbf3f7111 fix a couple small bugs when mapping the circular buffer
- in case of failure we were munmap'ing the wrong size for the
  guard page (in practice this never happened)
- the post-condition check was incorrect; it checked for nullptr instead
  of MAP_FAILED. this also never happened in practice.

Also made a couple of small improvements:

- in case the special circular buffer mapping fails, log a message
  as warning instead of debug.

- immediately memset (i.e. populate) the pages for the circular buffer
  since they will all be accessed rather quickly.
2024-07-08 10:48:44 -07:00
Reinar ef9bbece2a Fix feature level detection for VulkanDriver 2024-07-02 15:09:25 -07:00
Mathias Agopian eb8fa9ecdf shader compilation could fail on ES 3.0 devices
the failure could happen if the shader didn't have any #extension
strings, which was likely to happen on release builds (e.g. on 
emulator).
2024-07-01 11:25:12 -07:00
Ben Doherty e1bfe7ca81 Metal: add a more detailed CHECK_POSTCONDITION when creating a texture (#7943) 2024-06-28 13:11:00 -07:00
Ben Doherty ca4c7ac739 Update cgltf to 1.14 (#7945) 2024-06-28 13:10:41 -07:00
Ben Doherty 9676bc94e8 Fix MetalBumpAllocator (#7951) 2024-06-28 13:09:01 -07:00
Mathias Agopian f7a5111106 switch to new morphing API
- remove deprecated morphing APIs
- repair gltfio, samples and tests

The new API doesn't allow a MorphTargetBuffer per RenderPrimitive,
instead the MorphTargetBuffer is specified per Renderable.

gltfio separates RenderPrimitives from Renderables, in particular all
RenderPrimitives are created before their Renderable; this was
problematic for this change because all primitives must share
a single MorphTargetBuffer living in the Renderable.

To fix this, we're no longer initializing the morphing paramters
at RenderPrimitive creation, instead we store a reference to the
BufferSlot in the Primtive structure, so that later, when the Renderable
is created we can finally retrieve the BufferSlot and initialize its
morphing paramters, which are not available. The "morphing parameters"
are now expanded to contain the MorphTargetBuffer as before (except now
it's always the same for all the primitives of a Rendrable), as well
as the offset within the buffer and the vertex count.
2024-06-28 12:14:57 -07:00
Sungun Park 56ac7ab902 IBL drag & drop support for desktop gltf_viewer (#7947)
Users now can drag and drop IBL files for desktop gltf_viewer.

It attempts to load gltf files first then tries to load IBL files.
2024-06-27 23:14:13 +00:00
Ben Doherty 44b4de904e Add saveRawVariants flag to matc (#7949) 2024-06-27 14:36:03 -07:00
Tibor Hencz a2fe9f745c Add ability to disable panning in the OrbitManipulator (#7928) 2024-06-27 00:05:14 +00:00
2649 changed files with 46581 additions and 13278 deletions
+1
View File
@@ -746,6 +746,7 @@ add_subdirectory(${EXTERNAL}/draco/tnt)
add_subdirectory(${EXTERNAL}/jsmn/tnt)
add_subdirectory(${EXTERNAL}/stb/tnt)
add_subdirectory(${EXTERNAL}/getopt)
add_subdirectory(${EXTERNAL}/unordered_dense)
# Note that this has to be placed after mikktspace in order for combine_static_libs to work.
add_subdirectory(${LIBRARIES}/geometry)
+2 -2
View File
@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.53.1'
implementation 'com.google.android.filament:filament-android:1.53.2'
}
```
@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release:
```shell
pod 'Filament', '~> 1.53.1'
pod 'Filament', '~> 1.53.2'
```
### Snapshots
+4
View File
@@ -7,6 +7,10 @@ A new header is inserted each time a *tag* is created.
Instead, if you are authoring a PR for the main branch, add your release note to
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
## v1.53.3
- Add drag and drop support for IBL files for desktop gltf_viewer.
## v1.53.2
-1
View File
@@ -128,7 +128,6 @@ target_include_directories(filament-jni PRIVATE
..
${FILAMENT_DIR}/include
../../filament/backend/include
../../third_party/robin-map
../../libs/utils/include)
# Force a relink when the version script is changed:
@@ -253,16 +253,10 @@ Java_com_google_android_filament_RenderableManager_nBuilderMorphingStandard(JNIE
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderSetMorphTargetBufferAt(JNIEnv*, jclass,
jlong nativeBuilder, int level, int primitiveIndex, jlong nativeMorphTargetBuffer,
int offset, int count) {
Java_com_google_android_filament_RenderableManager_nBuilderSetMorphTargetBufferOffsetAt(JNIEnv*, jclass,
jlong nativeBuilder, int level, int primitiveIndex, int offset) {
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
if (nativeMorphTargetBuffer) {
MorphTargetBuffer *morphTargetBuffer = (MorphTargetBuffer *) nativeMorphTargetBuffer;
builder->morphing(level, primitiveIndex, morphTargetBuffer, offset, count);
} else {
builder->morphing(level, primitiveIndex, offset, count);
}
builder->morphing(level, primitiveIndex, offset);
}
extern "C" JNIEXPORT void JNICALL
@@ -334,18 +328,12 @@ Java_com_google_android_filament_RenderableManager_nSetMorphWeights(JNIEnv* env,
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetMorphTargetBufferAt(JNIEnv*,
Java_com_google_android_filament_RenderableManager_nSetMorphTargetBufferOffsetAt(JNIEnv*,
jclass, jlong nativeRenderableManager, jint i, int level, jint primitiveIndex,
jlong nativeMorphTargetBuffer, jint offset, jint count) {
jlong, jint offset) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
if (nativeMorphTargetBuffer) {
MorphTargetBuffer *morphTargetBuffer = (MorphTargetBuffer *) nativeMorphTargetBuffer;
rm->setMorphTargetBufferAt((RenderableManager::Instance) i, (uint8_t) level,
(size_t) primitiveIndex, morphTargetBuffer, (size_t) offset, (size_t) count);
} else {
rm->setMorphTargetBufferAt((RenderableManager::Instance) i, (uint8_t) level,
(size_t) primitiveIndex, (size_t) offset, (size_t) count);
}
rm->setMorphTargetBufferOffsetAt((RenderableManager::Instance) i, (uint8_t) level,
(size_t) primitiveIndex, (size_t) offset);
}
extern "C" JNIEXPORT jint JNICALL
@@ -74,7 +74,7 @@ public class MorphTargetBuffer {
*
* @exception IllegalStateException if the MorphTargetBuffer could not be created
*
* @see #setMorphTargetBufferAt
* @see #setMorphTargetBufferOffsetAt
*/
@NonNull
public MorphTargetBuffer build(@NonNull Engine engine) {
@@ -569,40 +569,13 @@ public class RenderableManager {
*
* @param level the level of detail (lod), only 0 can be specified
* @param primitiveIndex zero-based index of the primitive, must be less than the count passed to Builder constructor
* @param morphTargetBuffer specifies the morph target buffer
* @param offset specifies where in the morph target buffer to start reading (expressed as a number of vertices)
* @param count number of vertices in the morph target buffer to read, must equal the geometry's count (for triangles, this should be a multiple of 3)
*/
@NonNull
public Builder morphing(@IntRange(from = 0) int level,
@IntRange(from = 0) int primitiveIndex,
@IntRange(from = 0) int offset,
@IntRange(from = 0) int count) {
nBuilderSetMorphTargetBufferAt(mNativeBuilder, level, primitiveIndex, 0, offset, count);
return this;
}
/** @deprecated */
@Deprecated
@NonNull
public Builder morphing(@IntRange(from = 0) int level,
@IntRange(from = 0) int primitiveIndex,
@NonNull MorphTargetBuffer morphTargetBuffer,
@IntRange(from = 0) int offset,
@IntRange(from = 0) int count) {
nBuilderSetMorphTargetBufferAt(mNativeBuilder, level, primitiveIndex,
morphTargetBuffer.getNativeObject(), offset, count);
return this;
}
/** @deprecated */
@Deprecated
@NonNull
public Builder morphing(@IntRange(from = 0) int level,
@IntRange(from = 0) int primitiveIndex,
@NonNull MorphTargetBuffer morphTargetBuffer) {
nBuilderSetMorphTargetBufferAt(mNativeBuilder, level, primitiveIndex,
morphTargetBuffer.getNativeObject(), 0, morphTargetBuffer.getVertexCount());
@IntRange(from = 0) int offset) {
nBuilderSetMorphTargetBufferOffsetAt(mNativeBuilder, level, primitiveIndex, offset);
return this;
}
@@ -705,34 +678,11 @@ public class RenderableManager {
*
* @see Builder#morphing
*/
public void setMorphTargetBufferAt(@EntityInstance int i,
public void setMorphTargetBufferOffsetAt(@EntityInstance int i,
@IntRange(from = 0) int level,
@IntRange(from = 0) int primitiveIndex,
@IntRange(from = 0) int offset,
@IntRange(from = 0) int count) {
nSetMorphTargetBufferAt(mNativeObject, i, level, primitiveIndex, 0, offset, count);
}
/** @deprecated */
@Deprecated
public void setMorphTargetBufferAt(@EntityInstance int i,
@IntRange(from = 0) int level,
@IntRange(from = 0) int primitiveIndex,
@NonNull MorphTargetBuffer morphTargetBuffer,
@IntRange(from = 0) int offset,
@IntRange(from = 0) int count) {
nSetMorphTargetBufferAt(mNativeObject, i, level, primitiveIndex,
morphTargetBuffer.getNativeObject(), offset, count);
}
/** @deprecated */
@Deprecated
public void setMorphTargetBufferAt(@EntityInstance int i,
@IntRange(from = 0) int level,
@IntRange(from = 0) int primitiveIndex,
@NonNull MorphTargetBuffer morphTargetBuffer) {
nSetMorphTargetBufferAt(mNativeObject, i, level, primitiveIndex,
morphTargetBuffer.getNativeObject(), 0, morphTargetBuffer.getVertexCount());
@IntRange(from = 0) int offset) {
nSetMorphTargetBufferOffsetAt(mNativeObject, i, level, primitiveIndex, 0, offset);
}
/**
@@ -1033,7 +983,7 @@ public class RenderableManager {
private static native void nBuilderSkinningBuffer(long nativeBuilder, long nativeSkinningBuffer, int boneCount, int offset);
private static native void nBuilderMorphing(long nativeBuilder, int targetCount);
private static native void nBuilderMorphingStandard(long nativeBuilder, long nativeMorphTargetBuffer);
private static native void nBuilderSetMorphTargetBufferAt(long nativeBuilder, int level, int primitiveIndex, long nativeMorphTargetBuffer, int offset, int count);
private static native void nBuilderSetMorphTargetBufferOffsetAt(long nativeBuilder, int level, int primitiveIndex, int offset);
private static native void nBuilderEnableSkinningBuffers(long nativeBuilder, boolean enabled);
private static native void nBuilderFog(long nativeBuilder, boolean enabled);
private static native void nBuilderLightChannel(long nativeRenderableManager, int channel, boolean enable);
@@ -1043,7 +993,7 @@ public class RenderableManager {
private static native int nSetBonesAsMatrices(long nativeObject, int i, Buffer matrices, int remaining, int boneCount, int offset);
private static native int nSetBonesAsQuaternions(long nativeObject, int i, Buffer quaternions, int remaining, int boneCount, int offset);
private static native void nSetMorphWeights(long nativeObject, int instance, float[] weights, int offset);
private static native void nSetMorphTargetBufferAt(long nativeObject, int i, int level, int primitiveIndex, long nativeMorphTargetBuffer, int offset, int count);
private static native void nSetMorphTargetBufferOffsetAt(long nativeObject, int i, int level, int primitiveIndex, long nativeMorphTargetBuffer, int offset);
private static native int nGetMorphTargetCount(long nativeObject, int i);
private static native void nSetAxisAlignedBoundingBox(long nativeRenderableManager, int i, float cx, float cy, float cz, float ex, float ey, float ez);
private static native void nSetLayerMask(long nativeRenderableManager, int i, int select, int value);
@@ -125,6 +125,11 @@ extern "C" JNIEXPORT void Java_com_google_android_filament_utils_Manipulator_nBu
builder->groundPlane(a, b, c, d);
}
extern "C" JNIEXPORT void Java_com_google_android_filament_utils_Manipulator_nBuilderPanning(JNIEnv*, jclass, jlong nativeBuilder, jboolean enabled) {
Builder* builder = (Builder*) nativeBuilder;
builder->panning(enabled);
}
extern "C" JNIEXPORT long Java_com_google_android_filament_utils_Manipulator_nBuilderBuild(JNIEnv*, jclass, jlong nativeBuilder, jint mode) {
Builder* builder = (Builder*) nativeBuilder;
return (jlong) builder->build((Mode) mode);
@@ -274,6 +274,17 @@ public class Manipulator {
return this;
}
/**
* Sets whether panning is enabled in the manipulator.
*
* @return this <code>Builder</code> object for chaining calls
*/
@NonNull
public Builder panning(Boolean enabled) {
nBuilderPanning(mNativeBuilder, enabled);
return this;
}
/**
* Creates and returns the <code>Manipulator</code> object.
*
@@ -483,6 +494,7 @@ public class Manipulator {
private static native void nBuilderFlightPanSpeed(long nativeBuilder, float x, float y);
private static native void nBuilderFlightMoveDamping(long nativeBuilder, float damping);
private static native void nBuilderGroundPlane(long nativeBuilder, float a, float b, float c, float d);
private static native void nBuilderPanning(long nativeBuilder, Boolean enabled);
private static native long nBuilderBuild(long nativeBuilder, int mode);
private static native void nDestroyManipulator(long nativeManip);
+1 -1
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.53.1
VERSION_NAME=1.53.2
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
+1
View File
@@ -313,6 +313,7 @@ endif()
target_link_libraries(${TARGET} PUBLIC math)
target_link_libraries(${TARGET} PUBLIC utils)
target_link_libraries(${TARGET} PRIVATE unordered_dense)
# Android, iOS, and WebGL do not use bluegl.
if(FILAMENT_SUPPORTS_OPENGL AND NOT IOS AND NOT ANDROID AND NOT WEBGL)
+9 -6
View File
@@ -32,10 +32,11 @@
# define HAS_MMAP 0
#endif
#include <stdint.h>
#include <stddef.h>
#include <stdlib.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
using namespace utils;
@@ -81,6 +82,9 @@ void* CircularBuffer::alloc(size_t size) noexcept {
// map the circular buffer once...
vaddr = mmap(reserve_vaddr, size, PROT_READ | PROT_WRITE, MAP_PRIVATE, fd, 0);
if (vaddr != MAP_FAILED) {
// populate the address space with pages (because this is a circular buffer,
// all the pages will be allocated eventually, might as well do it now)
memset(vaddr, 0, size);
// and map the circular buffer again, behind the previous copy...
vaddr_shadow = mmap((char*)vaddr + size, size,
PROT_READ | PROT_WRITE, MAP_PRIVATE, fd, 0);
@@ -101,7 +105,7 @@ void* CircularBuffer::alloc(size_t size) noexcept {
if (UTILS_UNLIKELY(mAshmemFd < 0)) {
// ashmem failed
if (vaddr_guard != MAP_FAILED) {
munmap(vaddr_guard, size);
munmap(vaddr_guard, BLOCK_SIZE);
}
if (vaddr_shadow != MAP_FAILED) {
@@ -119,12 +123,11 @@ void* CircularBuffer::alloc(size_t size) noexcept {
data = mmap(nullptr, size * 2 + BLOCK_SIZE,
PROT_READ | PROT_WRITE, MAP_PRIVATE | MAP_ANONYMOUS, -1, 0);
FILAMENT_CHECK_POSTCONDITION(data) <<
FILAMENT_CHECK_POSTCONDITION(data != MAP_FAILED) <<
"couldn't allocate " << (size * 2 / 1024) <<
" KiB of virtual address space for the command buffer";
slog.d << "WARNING: Using soft CircularBuffer (" << (size * 2 / 1024) << " KiB)"
<< io::endl;
slog.w << "Using 'soft' CircularBuffer (" << (size * 2 / 1024) << " KiB)" << io::endl;
// guard page at the end
void* guard = (void*)(uintptr_t(data) + size * 2);
@@ -145,6 +145,7 @@ std::pair<id<MTLBuffer>, size_t> MetalBumpAllocator::allocateStagingArea(size_t
// We're finished with the current allocation.
mCurrentUploadBuffer = { [mDevice newBufferWithLength:mCapacity options:MTLStorageModeShared],
TrackedMetalBuffer::Type::STAGING };
mHead = size;
return { mCurrentUploadBuffer.get(), 0 };
}
+6 -6
View File
@@ -556,8 +556,6 @@ MetalTexture::MetalTexture(MetalContext& context, SamplerType target, uint8_t le
descriptor.usage = getMetalTextureUsage(usage);
descriptor.storageMode = MTLStorageModePrivate;
texture = [context.device newTextureWithDescriptor:descriptor];
FILAMENT_CHECK_POSTCONDITION(texture != nil)
<< "Could not create Metal texture. Out of memory?";
break;
case SamplerType::SAMPLER_CUBEMAP:
case SamplerType::SAMPLER_CUBEMAP_ARRAY:
@@ -572,8 +570,6 @@ MetalTexture::MetalTexture(MetalContext& context, SamplerType target, uint8_t le
descriptor.usage = getMetalTextureUsage(usage);
descriptor.storageMode = MTLStorageModePrivate;
texture = [context.device newTextureWithDescriptor:descriptor];
FILAMENT_CHECK_POSTCONDITION(texture != nil)
<< "Could not create Metal texture. Out of memory?";
break;
case SamplerType::SAMPLER_3D:
descriptor = [MTLTextureDescriptor new];
@@ -586,8 +582,6 @@ MetalTexture::MetalTexture(MetalContext& context, SamplerType target, uint8_t le
descriptor.usage = getMetalTextureUsage(usage);
descriptor.storageMode = MTLStorageModePrivate;
texture = [context.device newTextureWithDescriptor:descriptor];
FILAMENT_CHECK_POSTCONDITION(texture != nil)
<< "Could not create Metal texture. Out of memory?";
break;
case SamplerType::SAMPLER_EXTERNAL:
// If we're using external textures (CVPixelBufferRefs), we don't need to make any
@@ -596,6 +590,12 @@ MetalTexture::MetalTexture(MetalContext& context, SamplerType target, uint8_t le
break;
}
FILAMENT_CHECK_POSTCONDITION(target == SamplerType::SAMPLER_EXTERNAL || texture != nil)
<< "Could not create Metal texture (SamplerType = " << int(target)
<< ", levels = " << int(levels) << ", MTLPixelFormat = " << int(devicePixelFormat)
<< ", width = " << width << ", height = " << height << ", depth = " << depth
<< "). Out of memory?";
// If swizzling is set, set up a swizzled texture view that we'll use when sampling this texture.
const bool isDefaultSwizzle =
r == TextureSwizzle::CHANNEL_0 &&
@@ -785,25 +785,24 @@ mediump vec4 unpackSnorm4x8(highp uint v) {
// - extensions
// - everything else
std::array<std::string_view, 3> ShaderCompilerService::splitShaderSource(std::string_view source) noexcept {
auto start = source.find("#version");
assert_invariant(start != std::string_view::npos);
auto version_start = source.find("#version");
assert_invariant(version_start != std::string_view::npos);
auto version_eol = source.find('\n', start) + 1;
auto version_eol = source.find('\n', version_start) + 1;
assert_invariant(version_eol != std::string_view::npos);
auto pos = source.rfind("\n#extension");
if (pos == std::string_view::npos) {
pos = version_eol;
auto prolog_start = version_eol;
auto prolog_eol = source.rfind("\n#extension"); // last #extension line
if (prolog_eol == std::string_view::npos) {
prolog_eol = prolog_start;
} else {
++pos;
prolog_eol = source.find('\n', prolog_eol + 1) + 1;
}
auto body_start = prolog_eol;
auto eol = source.find('\n', pos) + 1;
assert_invariant(eol != std::string_view::npos);
std::string_view const version = source.substr(start, version_eol - start);
std::string_view const prolog = source.substr(version_eol, eol - version_eol);
std::string_view const body = source.substr(eol, source.length() - eol);
std::string_view const version = source.substr(version_start, version_eol - version_start);
std::string_view const prolog = source.substr(prolog_start, prolog_eol - prolog_start);
std::string_view const body = source.substr(body_start, source.length() - body_start);
return { version, prolog, body };
}
@@ -28,6 +28,7 @@ VulkanBuffer::VulkanBuffer(VmaAllocator allocator, VulkanStagePool& stagePool,
: mAllocator(allocator),
mStagePool(stagePool),
mUsage(usage),
mUpdatedOffset(0),
mUpdatedBytes(0) {
// for now make sure that only 1 bit is set in usage
// (because loadFromCpu() assumes that somewhat)
@@ -80,6 +81,7 @@ void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = mGpuBuffer,
.offset = mUpdatedOffset,
.size = mUpdatedBytes,
};
vkCmdPipelineBarrier(cmdbuf, srcStage, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 1,
@@ -93,6 +95,7 @@ void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint
};
vkCmdCopyBuffer(cmdbuf, stage->buffer, mGpuBuffer, 1, &region);
mUpdatedOffset = byteOffset;
mUpdatedBytes = numBytes;
// Firstly, ensure that the copy finishes before the next draw call.
@@ -42,6 +42,7 @@ private:
VmaAllocation mGpuMemory = VK_NULL_HANDLE;
VkBuffer mGpuBuffer = VK_NULL_HANDLE;
VkBufferUsageFlags mUsage = {};
uint32_t mUpdatedOffset = 0;
uint32_t mUpdatedBytes = 0;
};
+4 -4
View File
@@ -986,15 +986,15 @@ FeatureLevel VulkanDriver::getFeatureLevel() {
// If the max sampler counts do not meet FL2 standards, then this is an FL1 device.
const auto& fl2 = FEATURE_LEVEL_CAPS[+FeatureLevel::FEATURE_LEVEL_2];
if (fl2.MAX_VERTEX_SAMPLER_COUNT < limits.maxPerStageDescriptorSamplers ||
fl2.MAX_FRAGMENT_SAMPLER_COUNT < limits.maxPerStageDescriptorSamplers) {
if (limits.maxPerStageDescriptorSamplers < fl2.MAX_VERTEX_SAMPLER_COUNT ||
limits.maxPerStageDescriptorSamplers < fl2.MAX_FRAGMENT_SAMPLER_COUNT) {
return FeatureLevel::FEATURE_LEVEL_1;
}
// If the max sampler counts do not meet FL3 standards, then this is an FL2 device.
const auto& fl3 = FEATURE_LEVEL_CAPS[+FeatureLevel::FEATURE_LEVEL_3];
if (fl3.MAX_VERTEX_SAMPLER_COUNT < limits.maxPerStageDescriptorSamplers ||
fl3.MAX_FRAGMENT_SAMPLER_COUNT < limits.maxPerStageDescriptorSamplers) {
if (limits.maxPerStageDescriptorSamplers < fl3.MAX_VERTEX_SAMPLER_COUNT||
limits.maxPerStageDescriptorSamplers < fl3.MAX_FRAGMENT_SAMPLER_COUNT) {
return FeatureLevel::FEATURE_LEVEL_2;
}
@@ -53,7 +53,7 @@ VulkanPipelineCache::PipelineCacheEntry* VulkanPipelineCache::getOrCreatePipelin
// If a cached object exists, re-use it, otherwise create a new one.
if (PipelineMap::iterator pipelineIter = mPipelines.find(mPipelineRequirements);
pipelineIter != mPipelines.end()) {
auto& pipeline = pipelineIter.value();
auto& pipeline = pipelineIter->second;
pipeline.lastUsed = mCurrentTime;
return &pipeline;
}
@@ -242,7 +242,7 @@ VulkanPipelineCache::PipelineCacheEntry* VulkanPipelineCache::createPipeline() n
return nullptr;
}
return &mPipelines.emplace(mPipelineRequirements, cacheEntry).first.value();
return &mPipelines.emplace(mPipelineRequirements, cacheEntry).first->second;
}
void VulkanPipelineCache::bindProgram(VulkanProgram* program) noexcept {
@@ -310,7 +310,7 @@ void VulkanPipelineCache::gc() noexcept {
// Any pipeline older than FVK_MAX_COMMAND_BUFFERS can be safely destroyed.
using ConstPipeIterator = decltype(mPipelines)::const_iterator;
for (ConstPipeIterator iter = mPipelines.begin(); iter != mPipelines.end();) {
const PipelineCacheEntry& cacheEntry = iter.value();
const PipelineCacheEntry& cacheEntry = iter->second;
if (cacheEntry.lastUsed + FVK_MAX_PIPELINE_AGE < mCurrentTime) {
vkDestroyPipeline(mDevice, iter->second.handle, VKALLOC);
iter = mPipelines.erase(iter);
@@ -33,11 +33,11 @@
#include <utils/compiler.h>
#include <utils/Hash.h>
#include <ankerl/unordered_dense.h>
#include <list>
#include <tsl/robin_map.h>
#include <type_traits>
#include <vector>
#include <unordered_map>
namespace filament::backend {
@@ -238,7 +238,10 @@ private:
// CACHE CONTAINERS
// ----------------
using PipelineMap = tsl::robin_map<PipelineKey, PipelineCacheEntry,
// using PipelineMap = tsl::robin_map<PipelineKey, PipelineCacheEntry,
// PipelineHashFn, PipelineEqual>;
using PipelineMap = ankerl::unordered_dense::map<PipelineKey, PipelineCacheEntry,
PipelineHashFn, PipelineEqual>;
private:
@@ -33,11 +33,11 @@ VkPipelineLayout VulkanPipelineLayoutCache::getLayout(
// build the push constant layout key
uint32_t pushConstantRangeCount = program->getPushConstantRangeCount();
auto const& pushCostantRanges = program->getPushConstantRanges();
auto const& pushConstantRanges = program->getPushConstantRanges();
if (pushConstantRangeCount > 0) {
assert_invariant(pushConstantRangeCount <= Program::SHADER_TYPE_COUNT);
for (uint8_t i = 0; i < pushConstantRangeCount; ++i) {
auto const& range = pushCostantRanges[i];
auto const& range = pushConstantRanges[i];
auto& pushConstant = key.pushConstant[i];
if (range.stageFlags & VK_SHADER_STAGE_VERTEX_BIT) {
pushConstant.stage = static_cast<uint8_t>(ShaderStage::VERTEX);
@@ -52,9 +52,8 @@ VkPipelineLayout VulkanPipelineLayoutCache::getLayout(
}
}
auto iter = mPipelineLayouts.find(key);
if (iter != mPipelineLayouts.end()) {
PipelineLayoutCacheEntry& entry = mPipelineLayouts[key];
if (PipelineLayoutMap::iterator iter = mPipelineLayouts.find(key); iter != mPipelineLayouts.end()) {
PipelineLayoutCacheEntry& entry = iter->second;
entry.lastUsed = mTimestamp++;
return entry.handle;
}
@@ -65,7 +64,7 @@ VkPipelineLayout VulkanPipelineLayoutCache::getLayout(
.setLayoutCount = (uint32_t) descSetLayoutCount,
.pSetLayouts = key.descSetLayouts.data(),
.pushConstantRangeCount = pushConstantRangeCount,
.pPushConstantRanges = pushCostantRanges,
.pPushConstantRanges = pushConstantRanges,
};
VkPipelineLayout layout;
@@ -23,6 +23,7 @@
#include <utils/Hash.h>
#include <tsl/robin_map.h>
#include <ankerl/unordered_dense.h>
namespace filament::backend {
@@ -73,7 +74,10 @@ private:
}
};
using PipelineLayoutMap = tsl::robin_map<PipelineLayoutKey, PipelineLayoutCacheEntry,
// using PipelineLayoutMap = tsl::robin_map<PipelineLayoutKey, PipelineLayoutCacheEntry,
// PipelineLayoutKeyHashFn, PipelineLayoutKeyEqual>;
using PipelineLayoutMap = ankerl::unordered_dense::map<PipelineLayoutKey, PipelineLayoutCacheEntry,
PipelineLayoutKeyHashFn, PipelineLayoutKeyEqual>;
VkDevice mDevice;
+5 -4
View File
@@ -64,14 +64,15 @@ First determine the Filament material and variant that causes the problem.
What we want is the "raw" GLSL version of the shader, before any optimizations / cross-compilation
happens.
The easiest way I've found to do this is by adding a `std::cout` statement inside `MaterialBuilder`,
right after `sg.createFragmentProgram` or `sg.createVertexProgram` is called. For example,
We can use the `--save-raw-variants` debug flag in matc to export each GLSL
shader to a file. For example:
```
if (v.variant.key == 8u) { std::cout << shader << std::endl; }
matc --save-raw-variants --optimize-size --variant-filter fog,ssr,vsm,stereo \
-a all -p all -o mymaterial.filamat mymaterial.mat
```
Then, I invoke `matc` and redirect stdout to a .frag or .vert file.
Files will be named like `mymaterial_0x05.frag` or `mymaterial_0x05.vert`.
Note that gltfio material "templates" first go through a build step. After building gltfio, the
gltfio Filament materials are output to:
+6 -41
View File
@@ -489,43 +489,20 @@ public:
* For standard morphing, A MorphTargetBuffer must be provided.
* Standard morphing supports up to \c CONFIG_MAX_MORPH_TARGET_COUNT morph targets.
*
* For legacy morphing, the attached VertexBuffer must provide data in the
* appropriate VertexAttribute slots (\c MORPH_POSITION_0 etc). Legacy morphing only
* supports up to 4 morph targets and will be deprecated in the future. Legacy morphing must
* be enabled on the material definition: either via the legacyMorphing material attribute
* or by calling filamat::MaterialBuilder::useLegacyMorphing().
*
* See also RenderableManager::setMorphWeights(), which can be called on a per-frame basis
* to advance the animation.
*/
Builder& morphing(MorphTargetBuffer* UTILS_NONNULL morphTargetBuffer) noexcept;
/**
* @deprecated Use morphing(uint8_t level, size_t primitiveIndex, size_t offset, size_t count) instead
*/
Builder& morphing(uint8_t level, size_t primitiveIndex,
MorphTargetBuffer* UTILS_NONNULL morphTargetBuffer,
size_t offset, size_t count) noexcept;
/**
* @deprecated Use morphing(uint8_t level, size_t primitiveIndex, size_t offset, size_t count) instead
*/
inline Builder& morphing(uint8_t level, size_t primitiveIndex,
MorphTargetBuffer* UTILS_NONNULL morphTargetBuffer) noexcept {
return morphing(level, primitiveIndex, morphTargetBuffer, 0,
morphTargetBuffer->getVertexCount());
}
/**
* Specifies the the range of the MorphTargetBuffer to use with this primitive.
*
* @param level the level of detail (lod), only 0 can be specified
* @param primitiveIndex zero-based index of the primitive, must be less than the count passed to Builder constructor
* @param offset specifies where in the morph target buffer to start reading (expressed as a number of vertices)
* @param count number of vertices in the morph target buffer to read, must equal the geometry's count (for triangles, this should be a multiple of 3)
*/
Builder& morphing(uint8_t level, size_t primitiveIndex,
size_t offset, size_t count) noexcept;
RenderableManager::Builder& morphing(uint8_t level,
size_t primitiveIndex, size_t offset) noexcept;
/**
@@ -786,25 +763,13 @@ public:
/**
* Associates a MorphTargetBuffer to the given primitive.
*/
void setMorphTargetBufferAt(Instance instance, uint8_t level, size_t primitiveIndex,
size_t offset, size_t count);
/** @deprecated */
void setMorphTargetBufferAt(Instance instance, uint8_t level, size_t primitiveIndex,
MorphTargetBuffer* UTILS_NONNULL morphTargetBuffer, size_t offset, size_t count);
/** @deprecated */
inline void setMorphTargetBufferAt(Instance instance, uint8_t level, size_t primitiveIndex,
MorphTargetBuffer* UTILS_NONNULL morphTargetBuffer) {
setMorphTargetBufferAt(instance, level, primitiveIndex, morphTargetBuffer, 0,
morphTargetBuffer->getVertexCount());
}
void setMorphTargetBufferOffsetAt(Instance instance, uint8_t level, size_t primitiveIndex,
size_t offset);
/**
* Get a MorphTargetBuffer to the given primitive or null if it doesn't exist.
* Get a MorphTargetBuffer to the given renderable or null if it doesn't exist.
*/
MorphTargetBuffer* UTILS_NULLABLE getMorphTargetBufferAt(Instance instance,
uint8_t level, size_t primitiveIndex) const noexcept;
MorphTargetBuffer* UTILS_NULLABLE getMorphTargetBuffer(Instance instance) const noexcept;
/**
* Gets the number of morphing in the given entity.
+33
View File
@@ -22,9 +22,11 @@
#include <filament/FilamentAPI.h>
#include <utils/compiler.h>
#include <utils/FixedCapacityVector.h>
#include <math/vec4.h>
#include <stddef.h>
#include <stdint.h>
namespace filament {
@@ -81,6 +83,37 @@ public:
UTILS_DEPRECATED uint64_t vsyncOffsetNanos = 0;
};
/**
* Timing information about a frame
* @see getFrameInfoHistory()
*/
struct FrameInfo {
using time_point_ns = int64_t;
using duration_ns = int64_t;
uint32_t frameId; //!< monotonically increasing frame identifier
duration_ns frameTime; //!< frame duration on the GPU in nanosecond [ns]
duration_ns denoisedFrameTime; //!< denoised frame duration on the GPU in [ns]
time_point_ns beginFrame; //!< Renderer::beginFrame() time since epoch [ns]
time_point_ns endFrame; //!< Renderer::endFrame() time since epoch [ns]
time_point_ns backendBeginFrame; //!< Backend thread time of frame start since epoch [ns]
time_point_ns backendEndFrame; //!< Backend thread time of frame end since epoch [ns]
};
/**
* Retrieve an historic of frame timing information. The maximum frame history size is
* given by getMaxFrameHistorySize().
* @param historySize requested history size. The returned vector could be smaller.
* @return A vector of FrameInfo.
*/
utils::FixedCapacityVector<Renderer::FrameInfo> getFrameInfoHistory(
size_t historySize = 1) const noexcept;
/**
* @return the maximum supported frame history size.
* @see getFrameInfoHistory()
*/
size_t getMaxFrameHistorySize() const noexcept;
/**
* Use FrameRateOptions to set the desired frame rate and control how quickly the system
* reacts to GPU load changes.
+132 -45
View File
@@ -16,30 +16,33 @@
#include "FrameInfo.h"
#include <filament/Renderer.h>
#include <backend/DriverEnums.h>
#include <utils/compiler.h>
#include <utils/debug.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Log.h>
#include <utils/Systrace.h>
#include <utils/ostream.h>
#include <math/scalar.h>
#include <algorithm>
#include <atomic>
#include <chrono>
#include <memory>
#include <ratio>
#include <cmath>
#include <stdint.h>
#include <stddef.h>
namespace filament {
using namespace utils;
using namespace backend;
// this is to avoid a call to memmove
template<class InputIterator, class OutputIterator>
static inline
void move_backward(InputIterator first, InputIterator last, OutputIterator result) {
while (first != last) {
*--result = *--last;
}
}
FrameInfoManager::FrameInfoManager(DriverApi& driver) noexcept {
for (auto& query : mQueries) {
query = driver.createTimerQuery();
query.handle = driver.createTimerQuery();
}
}
@@ -47,14 +50,36 @@ FrameInfoManager::~FrameInfoManager() noexcept = default;
void FrameInfoManager::terminate(DriverApi& driver) noexcept {
for (auto& query : mQueries) {
driver.destroyTimerQuery(query);
driver.destroyTimerQuery(query.handle);
}
}
void FrameInfoManager::beginFrame(DriverApi& driver,Config const& config, uint32_t) noexcept {
driver.beginTimerQuery(mQueries[mIndex]);
void FrameInfoManager::beginFrame(DriverApi& driver, Config const& config, uint32_t frameId) noexcept {
auto& history = mFrameTimeHistory;
// don't exceed the capacity, drop the oldest entry
if (UTILS_LIKELY(history.size() == history.capacity())) {
history.pop_back();
}
// create a new entry
auto& front = history.emplace_front(frameId);
// store the current time
front.beginFrame = std::chrono::steady_clock::now();
// references are not invalidated by CircularQueue<>, so we can associate a reference to
// the slot we created to the timer query used to find the frame time.
mQueries[mIndex].pInfo = std::addressof(front);
// issue the timer query
driver.beginTimerQuery(mQueries[mIndex].handle);
// issue the custom backend command to get the backend time
driver.queueCommand([&front](){
front.backendBeginFrame = std::chrono::steady_clock::now();
});
// now is a good time to check the oldest active query
uint64_t elapsed = 0;
TimerQueryResult const result = driver.getTimerQueryValue(mQueries[mLast], &elapsed);
TimerQueryResult const result = driver.getTimerQueryValue(mQueries[mLast].handle, &elapsed);
switch (result) {
case TimerQueryResult::NOT_READY:
// nothing to do
@@ -63,49 +88,111 @@ void FrameInfoManager::beginFrame(DriverApi& driver,Config const& config, uint32
mLast = (mLast + 1) % POOL_COUNT;
break;
case TimerQueryResult::AVAILABLE:
mLast = (mLast + 1) % POOL_COUNT;
// conversion to our duration happens here
mFrameTime = std::chrono::duration<uint64_t, std::nano>(elapsed);
pFront = mQueries[mLast].pInfo;
pFront->frameTime = std::chrono::duration<uint64_t, std::nano>(elapsed);
mLast = (mLast + 1) % POOL_COUNT;
denoiseFrameTime(config);
break;
}
update(config, mFrameTime);
// keep this just for debugging
if constexpr (false) {
using namespace utils;
auto h = getFrameInfoHistory(1);
if (!h.empty()) {
slog.d << frameId << ": "
<< h[0].frameId << " (" << frameId - h[0].frameId << ")"
<< ", Dm=" << h[0].endFrame - h[0].beginFrame
<< ", L =" << h[0].backendBeginFrame - h[0].beginFrame
<< ", Db=" << h[0].backendEndFrame - h[0].backendBeginFrame
<< ", T =" << h[0].frameTime
<< io::endl;
}
}
}
void FrameInfoManager::endFrame(DriverApi& driver) noexcept {
driver.endTimerQuery(mQueries[mIndex]);
auto& front = mFrameTimeHistory.front();
// close the timer query
driver.endTimerQuery(mQueries[mIndex].handle);
// queue custom backend command to query the current time
driver.queueCommand([&front](){
// backend frame end-time
front.backendEndFrame = std::chrono::steady_clock::now();
// signal that the data is available
front.ready.store(true, std::memory_order_release);
});
// and finally acquire the time on the main thread
front.endFrame = std::chrono::steady_clock::now();
mIndex = (mIndex + 1) % POOL_COUNT;
}
void FrameInfoManager::update(Config const& config,
FrameInfoManager::duration lastFrameTime) noexcept {
// keep an history of frame times
void FrameInfoManager::denoiseFrameTime(Config const& config) noexcept {
auto& history = mFrameTimeHistory;
assert_invariant(!history.empty());
// this is like doing { pop_back(); push_front(); }
filament::move_backward(history.begin(), history.end() - 1, history.end());
history[0].frameTime = lastFrameTime;
mFrameTimeHistorySize = std::min(++mFrameTimeHistorySize, uint32_t(MAX_FRAMETIME_HISTORY));
if (UTILS_UNLIKELY(mFrameTimeHistorySize < 3)) {
// not enough history to do anything useful
history[0].valid = false;
return;
// find the first slot that has a valid frame duration
size_t first = history.size();
for (size_t i = 0, c = history.size(); i < c; ++i) {
if (history[i].frameTime != duration(0)) {
assert_invariant(std::addressof(history[i]) == pFront);
first = i;
break;
}
}
assert_invariant(first != history.size());
// apply a median filter to get a good representation of the frame time of the last
// N frames.
std::array<duration, MAX_FRAMETIME_HISTORY> median; // NOLINT -- it's initialized below
size_t const size = std::min(mFrameTimeHistorySize,
std::min(config.historySize, (uint32_t)median.size()));
for (size_t i = 0; i < size; ++i) {
median[i] = history[i].frameTime;
}
std::sort(median.begin(), median.begin() + size);
duration const denoisedFrameTime = median[size / 2];
// we need at least 3 valid frame time to calculate the median
if (history.size() >= first + 3) {
// apply a median filter to get a good representation of the frame time of the last
// N frames.
std::array<duration, MAX_FRAMETIME_HISTORY> median; // NOLINT -- it's initialized below
size_t const size = std::min({
history.size() - first,
median.size(),
size_t(config.historySize) });
history[0].denoisedFrameTime = denoisedFrameTime;
history[0].valid = true;
for (size_t i = 0; i < size; ++i) {
median[i] = history[first + i].frameTime;
}
std::sort(median.begin(), median.begin() + size);
duration const denoisedFrameTime = median[size / 2];
history[first].denoisedFrameTime = denoisedFrameTime;
history[first].valid = true;
}
}
utils::FixedCapacityVector<Renderer::FrameInfo> FrameInfoManager::getFrameInfoHistory(
size_t historySize) const noexcept {
auto result = utils::FixedCapacityVector<Renderer::FrameInfo>::with_capacity(MAX_FRAMETIME_HISTORY);
auto const& history = mFrameTimeHistory;
size_t i = 0;
size_t const c = history.size();
for (; i < c; ++i) {
auto const& entry = history[i];
if (entry.ready.load(std::memory_order_acquire) && entry.valid) {
// once we found an entry ready,
// we know by construction that all following ones are too
break;
}
}
for (; i < c && historySize; ++i, --historySize) {
auto const& entry = history[i];
using namespace std::chrono;
result.push_back({
entry.frameId,
duration_cast<nanoseconds>(entry.frameTime).count(),
duration_cast<nanoseconds>(entry.denoisedFrameTime).count(),
duration_cast<nanoseconds>(entry.beginFrame.time_since_epoch()).count(),
duration_cast<nanoseconds>(entry.endFrame.time_since_epoch()).count(),
duration_cast<nanoseconds>(entry.backendBeginFrame.time_since_epoch()).count(),
duration_cast<nanoseconds>(entry.backendEndFrame.time_since_epoch()).count()
});
}
return result;
}
} // namespace filament
+124 -17
View File
@@ -17,30 +17,136 @@
#ifndef TNT_FILAMENT_FRAMEINFO_H
#define TNT_FILAMENT_FRAMEINFO_H
#include "backend/Handle.h"
#include <filament/Renderer.h>
#include <backend/Handle.h>
#include <private/backend/DriverApi.h>
#include <utils/compiler.h>
#include <utils/debug.h>
#include <utils/FixedCapacityVector.h>
#include <array>
#include <atomic>
#include <chrono>
#include <ratio>
#include <type_traits>
#include <stdint.h>
#include <stddef.h>
namespace filament {
class FEngine;
namespace details {
struct FrameInfo {
using duration = std::chrono::duration<float, std::milli>;
duration frameTime{}; // frame period
duration denoisedFrameTime{}; // frame period (median filter)
bool valid = false;
bool valid = false; // true if the data of the structure is valid
};
} // namespace details
struct FrameInfoImpl : public details::FrameInfo {
using clock = std::chrono::steady_clock;
using time_point = clock::time_point;
uint32_t const frameId;
time_point beginFrame; // main thread beginFrame time
time_point endFrame; // main thread endFrame time
time_point backendBeginFrame; // backend thread beginFrame time (makeCurrent time)
time_point backendEndFrame; // backend thread endFrame time (present time)
std::atomic_bool ready{}; // true once backend thread has populated its data
explicit FrameInfoImpl(uint32_t frameId) noexcept
: frameId(frameId) {
}
};
template<typename T, size_t CAPACITY>
class CircularQueue {
public:
using value_type = T;
using reference = value_type&;
using const_reference = value_type const&;
size_t capacity() const {
return CAPACITY;
}
size_t size() const {
return mSize;
}
bool empty() const noexcept {
return !size();
}
void pop_back() noexcept {
assert_invariant(!empty());
--mSize;
std::destroy_at(&mStorage[(mFront - mSize) % CAPACITY]);
}
void push_front(T const& v) noexcept {
assert_invariant(size() < CAPACITY);
mFront = advance(mFront);
new(&mStorage[mFront]) T(v);
++mSize;
}
void push_front(T&& v) noexcept {
assert_invariant(size() < CAPACITY);
mFront = advance(mFront);
new(&mStorage[mFront]) T(std::move(v));
++mSize;
}
template<typename ...Args>
T& emplace_front(Args&&... args) noexcept {
assert_invariant(size() < CAPACITY);
mFront = advance(mFront);
new(&mStorage[mFront]) T(std::forward<Args>(args)...);
++mSize;
return front();
}
T& operator[](size_t pos) noexcept {
assert_invariant(pos < size());
size_t const index = (mFront + CAPACITY - pos) % CAPACITY;
return *std::launder(reinterpret_cast<T*>(&mStorage[index]));
}
T const& operator[](size_t pos) const noexcept {
return const_cast<CircularQueue&>(*this)[pos];
}
T const& front() const noexcept {
assert_invariant(!empty());
return operator[](0);
}
T& front() noexcept {
assert_invariant(!empty());
return operator[](0);
}
private:
using Storage = std::aligned_storage_t<sizeof(T), alignof(T)>;
Storage mStorage[CAPACITY];
uint32_t mFront = 0; // always index 0
uint32_t mSize = 0;
[[nodiscard]] inline uint32_t advance(uint32_t v) noexcept {
return (v + 1) % CAPACITY;
}
};
class FrameInfoManager {
static constexpr size_t POOL_COUNT = 4;
static constexpr size_t MAX_FRAMETIME_HISTORY = 31u;
static constexpr size_t MAX_FRAMETIME_HISTORY = 16u;
public:
using duration = FrameInfo::duration;
using duration = FrameInfoImpl::duration;
using clock = FrameInfoImpl::clock;
struct Config {
uint32_t historySize;
@@ -57,23 +163,24 @@ public:
// call this immediately before "swap buffers"
void endFrame(backend::DriverApi& driver) noexcept;
FrameInfo const& getLastFrameInfo() const noexcept {
return mFrameTimeHistory[0];
details::FrameInfo const& getLastFrameInfo() const noexcept {
// if pFront is not set yet, return front() but in this case front().valid will be false
return pFront ? *pFront : mFrameTimeHistory.front();
}
duration getLastFrameTime() const noexcept {
return getLastFrameInfo().frameTime;
}
utils::FixedCapacityVector<Renderer::FrameInfo> getFrameInfoHistory(size_t historySize) const noexcept;
private:
void update(Config const& config, duration lastFrameTime) noexcept;
backend::Handle<backend::HwTimerQuery> mQueries[POOL_COUNT];
duration mFrameTime{};
uint32_t mIndex = 0;
uint32_t mLast = 0;
std::array<FrameInfo, MAX_FRAMETIME_HISTORY> mFrameTimeHistory;
uint32_t mFrameTimeHistorySize = 0;
void denoiseFrameTime(Config const& config) noexcept;
struct Query {
backend::Handle<backend::HwTimerQuery> handle{};
FrameInfoImpl* pInfo = nullptr;
};
std::array<Query, POOL_COUNT> mQueries;
uint32_t mIndex = 0; // index of current query
uint32_t mLast = 0; // index of oldest query still active
FrameInfoImpl* pFront = nullptr; // the most recent slot with a valid frame time
CircularQueue<FrameInfoImpl, MAX_FRAMETIME_HISTORY> mFrameTimeHistory;
};
+1
View File
@@ -26,6 +26,7 @@
#include <filament/Viewport.h>
#include <utils/BinaryTreeArray.h>
#include <utils/Log.h>
#include <utils/Systrace.h>
#include <utils/debug.h>
+4 -2
View File
@@ -1965,8 +1965,8 @@ PostProcessManager::BloomPassOutput PostProcessManager::bloom(FrameGraph& fg,
// - visible bloom size changes with dynamic resolution in non-homogenous mode
// This allows us to use the 9 sample downsampling filter (instead of 13)
// for at least 4 levels.
uint32_t width = std::max(1u, uint32_t(std::floor(bloomWidth)));
uint32_t height = std::max(1u, uint32_t(std::floor(bloomHeight)));
uint32_t width = std::max(16u, uint32_t(std::floor(bloomWidth)));
uint32_t height = std::max(16u, uint32_t(std::floor(bloomHeight)));
width &= ~((1 << 4) - 1); // at least 4 levels
height &= ~((1 << 4) - 1);
bloomWidth = float(width);
@@ -1978,6 +1978,8 @@ PostProcessManager::BloomPassOutput PostProcessManager::bloom(FrameGraph& fg,
// we don't need to do the fireflies reduction if we have TAA (it already does it)
bool fireflies = threshold && !taaOptions.enabled;
assert_invariant(bloomWidth && bloomHeight);
while (2 * bloomWidth < float(desc.width) || 2 * bloomHeight < float(desc.height)) {
if (inoutBloomOptions.quality == QualityLevel::LOW ||
inoutBloomOptions.quality == QualityLevel::MEDIUM) {
+28 -11
View File
@@ -38,6 +38,7 @@
#include <backend/PipelineState.h>
#include "private/backend/CircularBuffer.h"
#include "private/backend/CommandStream.h"
#include <utils/compiler.h>
#include <utils/debug.h>
@@ -153,7 +154,7 @@ RenderPass::RenderPass(FEngine& engine, RenderPassBuilder const& builder) noexce
sortCommands(builder.mArena);
if (engine.isAutomaticInstancingEnabled()) {
uint32_t stereoscopicEyeCount = 1;
int32_t stereoscopicEyeCount = 1;
if (builder.mFlags & IS_INSTANCED_STEREOSCOPIC) {
stereoscopicEyeCount *= engine.getConfig().stereoscopicEyeCount;
}
@@ -162,8 +163,7 @@ RenderPass::RenderPass(FEngine& engine, RenderPassBuilder const& builder) noexce
}
// this destructor is actually heavy because it inlines ~vector<>
RenderPass::~RenderPass() noexcept {
}
RenderPass::~RenderPass() noexcept = default;
void RenderPass::resize(Arena& arena, size_t count) noexcept {
if (mCommandBegin) {
@@ -221,7 +221,7 @@ void RenderPass::appendCommands(FEngine& engine,
work(vr.first, vr.size());
} else {
auto* jobCommandsParallel = jobs::parallel_for(js, nullptr, vr.first, (uint32_t)vr.size(),
std::cref(work), jobs::CountSplitter<JOBS_PARALLEL_FOR_COMMANDS_COUNT, 5>());
std::cref(work), jobs::CountSplitter<JOBS_PARALLEL_FOR_COMMANDS_COUNT>());
js.runAndWait(jobCommandsParallel);
}
@@ -671,7 +671,6 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
*/
for (size_t pi = 0, c = primitives.size(); pi < c; ++pi) {
auto const& primitive = primitives[pi];
auto const& morphTargets = morphing.targets[pi];
FMaterialInstance const* const mi = primitive.getMaterialInstance();
FMaterial const* const ma = mi->getMaterial();
@@ -684,8 +683,9 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
cmd.info.indexOffset = primitive.getIndexOffset();
cmd.info.indexCount = primitive.getIndexCount();
cmd.info.type = primitive.getPrimitiveType();
cmd.info.morphTargetBuffer = morphTargets.buffer->getHwHandle();
cmd.info.morphingOffset = morphTargets.offset;
cmd.info.morphTargetBuffer = morphing.morphTargetBuffer ?
morphing.morphTargetBuffer->getHwHandle() : SamplerGroupHandle{};
cmd.info.morphingOffset = primitive.getMorphingBufferOffset();
if constexpr (isColorPass) {
RenderPass::setupColorCommand(cmd, renderableVariant, mi, inverseFrontFaces);
@@ -885,14 +885,31 @@ void RenderPass::Executor::execute(FEngine& engine,
// Maximum space occupied in the CircularBuffer by a single `Command`. This must be
// reevaluated when the inner loop below adds DriverApi commands or when we change the
// CommandStream protocol. Currently, the maximum is 240 bytes, and we use 256 to be on
// the safer side.
size_t const maxCommandSizeInBytes = 256;
// CommandStream protocol. Currently, the maximum is 320 bytes.
// The batch size is calculated by adding the size of all commands that can possibly be
// emitted per draw call:
constexpr size_t const maxCommandSizeInBytes =
sizeof(CustomCommand) +
sizeof(COMMAND_TYPE(scissor)) +
sizeof(COMMAND_TYPE(bindUniformBuffer)) +
sizeof(COMMAND_TYPE(bindSamplers)) +
sizeof(COMMAND_TYPE(bindBufferRange)) +
sizeof(COMMAND_TYPE(bindBufferRange)) +
sizeof(COMMAND_TYPE(bindSamplers)) +
sizeof(COMMAND_TYPE(bindSamplers)) +
sizeof(COMMAND_TYPE(bindUniformBuffer)) +
sizeof(COMMAND_TYPE(bindSamplers)) +
sizeof(COMMAND_TYPE(bindSamplers)) +
sizeof(COMMAND_TYPE(bindPipeline)) +
sizeof(COMMAND_TYPE(setPushConstant)) +
sizeof(COMMAND_TYPE(bindRenderPrimitive)) +
sizeof(COMMAND_TYPE(draw2));
// Number of Commands that can be issued and guaranteed to fit in the current
// CircularBuffer allocation. In practice, we'll have tons of headroom especially if
// skinning and morphing aren't used. With a 2 MiB buffer (the default) a batch is
// 8192 commands (i.e. draw calls).
// 6553 commands (i.e. draw calls).
size_t const batchCommandCount = capacity / maxCommandSizeInBytes;
while(first != last) {
Command const* const batchLast = std::min(first + batchCommandCount, last);
+1 -2
View File
@@ -417,8 +417,7 @@ private:
void instanceify(FEngine& engine, Arena& arena, int32_t eyeCount) noexcept;
// We choose the command count per job to minimize JobSystem overhead.
// On a Pixel 4, 2048 commands is about half a millisecond of processing.
static constexpr size_t JOBS_PARALLEL_FOR_COMMANDS_COUNT = 2048;
static constexpr size_t JOBS_PARALLEL_FOR_COMMANDS_COUNT = 128;
static constexpr size_t JOBS_PARALLEL_FOR_COMMANDS_SIZE =
sizeof(Command) * JOBS_PARALLEL_FOR_COMMANDS_COUNT;
+6
View File
@@ -56,6 +56,7 @@ public:
backend::VertexBufferInfoHandle getVertexBufferInfoHandle() const { return mVertexBufferInfoHandle; }
uint32_t getIndexOffset() const noexcept { return mIndexOffset; }
uint32_t getIndexCount() const noexcept { return mIndexCount; }
uint32_t getMorphingBufferOffset() const noexcept { return mMorphingBufferOffset; }
backend::PrimitiveType getPrimitiveType() const noexcept { return mPrimitiveType; }
AttributeBitset getEnabledAttributes() const noexcept { return mEnabledAttributes; }
@@ -72,6 +73,10 @@ public:
mGlobalBlendOrderEnabled = enabled;
}
void setMorphingBufferOffset(uint32_t offset) noexcept {
mMorphingBufferOffset = offset;
}
private:
// These first fields are dereferences from PrimitiveInfo, keep them together
struct {
@@ -80,6 +85,7 @@ private:
backend::Handle<backend::HwVertexBufferInfo> mVertexBufferInfoHandle = {};
uint32_t mIndexOffset = 0;
uint32_t mIndexCount = 0;
uint32_t mMorphingBufferOffset = 0;
};
AttributeBitset mEnabledAttributes = {};
+6 -12
View File
@@ -158,20 +158,14 @@ void RenderableManager::setMorphWeights(Instance instance, float const* weights,
downcast(this)->setMorphWeights(instance, weights, count, offset);
}
void RenderableManager::setMorphTargetBufferAt(Instance instance, uint8_t level, size_t primitiveIndex,
MorphTargetBuffer* morphTargetBuffer, size_t offset, size_t count) {
downcast(this)->setMorphTargetBufferAt(instance, level, primitiveIndex,
downcast(morphTargetBuffer), offset, count);
void RenderableManager::setMorphTargetBufferOffsetAt(Instance instance, uint8_t level,
size_t primitiveIndex,
size_t offset) {
downcast(this)->setMorphTargetBufferOffsetAt(instance, level, primitiveIndex, offset);
}
void RenderableManager::setMorphTargetBufferAt(
Instance instance, uint8_t level, size_t primitiveIndex, size_t offset, size_t count) {
downcast(this)->setMorphTargetBufferAt(instance, level, primitiveIndex, offset, count);
}
MorphTargetBuffer* RenderableManager::getMorphTargetBufferAt(Instance instance, uint8_t level,
size_t primitiveIndex) const noexcept {
return downcast(this)->getMorphTargetBufferAt(instance, level, primitiveIndex);
MorphTargetBuffer* RenderableManager::getMorphTargetBuffer(Instance instance) const noexcept {
return downcast(this)->getMorphTargetBuffer(instance);
}
size_t RenderableManager::getMorphTargetCount(Instance instance) const noexcept {
+17
View File
@@ -14,11 +14,20 @@
* limitations under the License.
*/
#include <filament/Renderer.h>
#include "details/Renderer.h"
#include "details/Engine.h"
#include "details/View.h"
#include <utils/FixedCapacityVector.h>
#include <utility>
#include <stddef.h>
#include <stdint.h>
namespace filament {
using namespace math;
@@ -93,4 +102,12 @@ void Renderer::setVsyncTime(uint64_t steadyClockTimeNano) noexcept {
downcast(this)->setVsyncTime(steadyClockTimeNano);
}
utils::FixedCapacityVector<Renderer::FrameInfo> Renderer::getFrameInfoHistory(size_t historySize) const noexcept {
return downcast(this)->getFrameInfoHistory(historySize);
}
size_t Renderer::getMaxFrameHistorySize() const noexcept {
return downcast(this)->getMaxFrameHistorySize();
}
} // namespace filament
+5 -4
View File
@@ -20,12 +20,13 @@
#include "details/Engine.h"
#include <math/fast.h>
#include <math/scalar.h>
#include <utils/debug.h>
#include <filament/LightManager.h>
#include <utils/debug.h>
#include <utils/Log.h>
#include <math/fast.h>
#include <math/scalar.h>
using namespace filament::math;
using namespace utils;
+22 -62
View File
@@ -281,19 +281,13 @@ RenderableManager::Builder& RenderableManager::Builder::morphing(
return *this;
}
RenderableManager::Builder& RenderableManager::Builder::morphing(
uint8_t level, size_t primitiveIndex, size_t offset, size_t count) noexcept {
return morphing(level, primitiveIndex, mImpl->mMorphTargetBuffer, offset, count);
}
RenderableManager::Builder& RenderableManager::Builder::morphing(uint8_t, size_t primitiveIndex,
MorphTargetBuffer* morphTargetBuffer, size_t offset, size_t count) noexcept {
std::vector<Entry>& entries = mImpl->mEntries;
RenderableManager::Builder& RenderableManager::Builder::morphing(uint8_t level,
size_t primitiveIndex, size_t offset) noexcept {
// the last parameter "count" is unused, because it must be equal to the primitive's vertex count
std::vector<BuilderDetails::Entry>& entries = mImpl->mEntries;
if (primitiveIndex < entries.size()) {
auto& morphing = entries[primitiveIndex].morphing;
morphing.buffer = morphTargetBuffer;
morphing.offset = offset;
morphing.count = count;
morphing.offset = uint32_t(offset);
}
return *this;
}
@@ -449,10 +443,10 @@ RenderableManager::Builder::Result RenderableManager::Builder::build(Engine& eng
<< ") instances when supplying transforms via an InstanceBuffer.";
if (mImpl->mGeometryType == GeometryType::STATIC) {
FILAMENT_CHECK_PRECONDITION(mImpl->mSkinningBoneCount > 0)
FILAMENT_CHECK_PRECONDITION(mImpl->mSkinningBoneCount == 0)
<< "Skinning can't be used with STATIC geometry";
FILAMENT_CHECK_PRECONDITION(mImpl->mMorphTargetCount > 0)
FILAMENT_CHECK_PRECONDITION(mImpl->mMorphTargetCount == 0)
<< "Morphing can't be used with STATIC geometry";
}
@@ -668,13 +662,6 @@ void FRenderableManager::create(
if (morphTargetBuffer == nullptr) {
morphTargetBuffer = mEngine.getDummyMorphTargetBuffer();
}
MorphTargets* const morphTargets = new MorphTargets[entryCount];
std::generate_n(morphTargets, entryCount,
[morphTargetBuffer]() -> MorphTargets {
return { morphTargetBuffer, 0, 0 };
});
mManager[ci].morphTargets = { morphTargets, size_type(entryCount) };
// Always create skinning and morphing resources if one of them is enabled because
// the shader always handles both. See Variant::SKINNING_OR_MORPHING.
@@ -700,13 +687,13 @@ void FRenderableManager::create(
backend::BufferUsage::DYNAMIC),
.count = targetCount };
for (size_t i = 0; i < entryCount; ++i) {
const auto& morphing = builder->mEntries[i].morphing;
if (!morphing.buffer) {
continue;
Slice<FRenderPrimitive>& primitives = mManager[ci].primitives;
mManager[ci].morphTargetBuffer = morphTargetBuffer;
if (builder->mMorphTargetBuffer) {
for (size_t i = 0; i < entryCount; ++i) {
const auto& morphing = builder->mEntries[i].morphing;
primitives[i].setMorphingBufferOffset(morphing.offset);
}
morphTargets[i] = { downcast(morphing.buffer), (uint32_t)morphing.offset,
(uint32_t)morphing.count };
}
// When targetCount equal 0, boneCount>0 in this case, do an initialization for the
@@ -762,7 +749,6 @@ void FRenderableManager::destroyComponent(Instance ci) noexcept {
// See create(RenderableManager::Builder&, Entity)
destroyComponentPrimitives(mHwRenderPrimitiveFactory, driver, manager[ci].primitives);
destroyComponentMorphTargets(engine, manager[ci].morphTargets);
// destroy the bones structures if any
Bones const& bones = manager[ci].bones;
@@ -795,11 +781,6 @@ void FRenderableManager::destroyComponentPrimitives(
delete[] primitives.data();
}
void FRenderableManager::destroyComponentMorphTargets(FEngine&,
utils::Slice<MorphTargets>& morphTargets) noexcept {
delete[] morphTargets.data();
}
void FRenderableManager::setMaterialInstanceAt(Instance instance, uint8_t level,
size_t primitiveIndex, FMaterialInstance const* mi) {
if (instance) {
@@ -968,42 +949,21 @@ void FRenderableManager::setMorphWeights(Instance instance, float const* weights
}
}
void FRenderableManager::setMorphTargetBufferAt(Instance instance, uint8_t level,
size_t primitiveIndex, FMorphTargetBuffer* morphTargetBuffer, size_t offset, size_t count) {
void FRenderableManager::setMorphTargetBufferOffsetAt(Instance instance, uint8_t level,
size_t primitiveIndex,
size_t offset) {
if (instance) {
assert_invariant(morphTargetBuffer);
MorphWeights const& morphWeights = mManager[instance].morphWeights;
FILAMENT_CHECK_PRECONDITION(morphWeights.count == count)
<< "Only " << morphWeights.count << " morph targets can be set (count=" << count
<< ")";
Slice<MorphTargets>& morphTargets = getMorphTargets(instance, level);
if (primitiveIndex < morphTargets.size()) {
morphTargets[primitiveIndex] = { morphTargetBuffer, (uint32_t)offset,
(uint32_t)count };
assert_invariant(mManager[instance].morphTargetBuffer);
Slice<FRenderPrimitive>& primitives = mManager[instance].primitives;
if (primitiveIndex < primitives.size()) {
primitives[primitiveIndex].setMorphingBufferOffset(offset);
}
}
}
void FRenderableManager::setMorphTargetBufferAt(Instance instance, uint8_t level,
size_t primitiveIndex, size_t offset, size_t count) {
MorphTargetBuffer* FRenderableManager::getMorphTargetBuffer(Instance instance) const noexcept {
if (instance) {
Slice<MorphTargets>& morphTargets = getMorphTargets(instance, level);
if (primitiveIndex < morphTargets.size()) {
setMorphTargetBufferAt(instance, level,
primitiveIndex, morphTargets[primitiveIndex].buffer, offset, count);
}
}
}
MorphTargetBuffer* FRenderableManager::getMorphTargetBufferAt(Instance instance, uint8_t level,
size_t primitiveIndex) const noexcept {
if (instance) {
const Slice<MorphTargets>& morphTargets = getMorphTargets(instance, level);
if (primitiveIndex < morphTargets.size()) {
return morphTargets[primitiveIndex].buffer;
}
return mManager[instance].morphTargetBuffer;
}
return nullptr;
}
+9 -31
View File
@@ -80,12 +80,6 @@ public:
static_assert(sizeof(Visibility) == sizeof(uint16_t), "Visibility should be 16 bits");
struct MorphTargets {
FMorphTargetBuffer* buffer = nullptr;
uint32_t offset = 0;
uint32_t count = 0;
};
explicit FRenderableManager(FEngine& engine) noexcept;
~FRenderableManager();
@@ -155,11 +149,9 @@ public:
inline void setMorphing(Instance instance, bool enable);
void setMorphWeights(Instance instance, float const* weights, size_t count, size_t offset);
void setMorphTargetBufferAt(Instance instance, uint8_t level, size_t primitiveIndex,
FMorphTargetBuffer* morphTargetBuffer, size_t offset, size_t count);
void setMorphTargetBufferAt(Instance instance, uint8_t level, size_t primitiveIndex,
size_t offset, size_t count);
MorphTargetBuffer* getMorphTargetBufferAt(Instance instance, uint8_t level, size_t primitiveIndex) const noexcept;
void setMorphTargetBufferOffsetAt(Instance instance, uint8_t level, size_t primitiveIndex,
size_t offset);
MorphTargetBuffer* getMorphTargetBuffer(Instance instance) const noexcept;
size_t getMorphTargetCount(Instance instance) const noexcept;
void setLightChannel(Instance instance, unsigned int channel, bool enable) noexcept;
@@ -189,7 +181,7 @@ public:
struct MorphingBindingInfo {
backend::Handle<backend::HwBufferObject> handle;
uint32_t count;
MorphTargets const* targets; // Pointer to Slice<MorphTargets> at a renderable.
FMorphTargetBuffer const* morphTargetBuffer;
};
inline MorphingBindingInfo getMorphingBufferInfo(Instance instance) const noexcept;
@@ -218,16 +210,12 @@ public:
AttributeBitset getEnabledAttributesAt(Instance instance, uint8_t level, size_t primitiveIndex) const noexcept;
inline utils::Slice<FRenderPrimitive> const& getRenderPrimitives(Instance instance, uint8_t level) const noexcept;
inline utils::Slice<FRenderPrimitive>& getRenderPrimitives(Instance instance, uint8_t level) noexcept;
inline utils::Slice<MorphTargets> const& getMorphTargets(Instance instance, uint8_t level) const noexcept;
inline utils::Slice<MorphTargets>& getMorphTargets(Instance instance, uint8_t level) noexcept;
private:
void destroyComponent(Instance ci) noexcept;
static void destroyComponentPrimitives(
HwRenderPrimitiveFactory& factory, backend::DriverApi& driver,
utils::Slice<FRenderPrimitive>& primitives) noexcept;
static void destroyComponentMorphTargets(FEngine& engine,
utils::Slice<MorphTargets>& morphTargets) noexcept;
struct Bones {
backend::Handle<backend::HwBufferObject> handle;
@@ -254,7 +242,7 @@ private:
VISIBILITY, // user data
PRIMITIVES, // user data
BONES, // filament data, UBO storing a pointer to the bones information
MORPH_TARGETS
MORPHTARGET_BUFFER // morphtarget buffer for the component
};
using Base = utils::SingleInstanceComponentManager<
@@ -266,7 +254,7 @@ private:
Visibility, // VISIBILITY
utils::Slice<FRenderPrimitive>, // PRIMITIVES
Bones, // BONES
utils::Slice<MorphTargets> // MORPH_TARGETS
FMorphTargetBuffer* // MORPHTARGET_BUFFER
>;
struct Sim : public Base {
@@ -289,7 +277,7 @@ private:
Field<VISIBILITY> visibility;
Field<PRIMITIVES> primitives;
Field<BONES> bones;
Field<MORPH_TARGETS> morphTargets;
Field<MORPHTARGET_BUFFER> morphTargetBuffer;
};
};
@@ -461,8 +449,8 @@ inline uint32_t FRenderableManager::getBoneCount(Instance instance) const noexce
FRenderableManager::MorphingBindingInfo
FRenderableManager::getMorphingBufferInfo(Instance instance) const noexcept {
MorphWeights const& morphWeights = mManager[instance].morphWeights;
utils::Slice<MorphTargets> const& morphTargets = getMorphTargets(instance, 0);
return { morphWeights.handle, morphWeights.count, morphTargets.data() };
FMorphTargetBuffer const* const buffer = mManager[instance].morphTargetBuffer;
return { morphWeights.handle, morphWeights.count, buffer };
}
FRenderableManager::InstancesInfo
@@ -480,16 +468,6 @@ utils::Slice<FRenderPrimitive>& FRenderableManager::getRenderPrimitives(
return mManager[instance].primitives;
}
utils::Slice<FRenderableManager::MorphTargets> const& FRenderableManager::getMorphTargets(
Instance instance, UTILS_UNUSED uint8_t level) const noexcept {
return mManager[instance].morphTargets;
}
utils::Slice<FRenderableManager::MorphTargets>& FRenderableManager::getMorphTargets(
Instance instance, UTILS_UNUSED uint8_t level) noexcept {
return mManager[instance].morphTargets;
}
} // namespace filament
#endif // TNT_FILAMENT_COMPONENTS_RENDERABLEMANAGER_H
+12 -6
View File
@@ -29,7 +29,8 @@
#include <utils/Allocator.h>
#include <vector>
#include <stddef.h>
#include <stdint.h>
namespace filament {
@@ -59,16 +60,21 @@ public:
inline size_t getVertexCount() const noexcept { return mVertexCount; }
inline size_t getCount() const noexcept { return mCount; }
private:
friend class FView;
friend class RenderPass;
backend::TextureHandle getPositionsHandle() const noexcept {
return mPbHandle;
}
backend::TextureHandle getTangentsHandle() const noexcept {
return mTbHandle;
}
inline backend::Handle<backend::HwSamplerGroup> getHwHandle() const noexcept { return mSbHandle; }
private:
void updateDataAt(backend::DriverApi& driver, backend::Handle <backend::HwTexture> handle,
backend::PixelDataFormat format, backend::PixelDataType type, const char* out,
size_t elementSize, size_t targetIndex, size_t count, size_t offset);
inline backend::Handle<backend::HwSamplerGroup> getHwHandle() const noexcept { return mSbHandle; }
backend::Handle<backend::HwSamplerGroup> mSbHandle;
backend::Handle<backend::HwTexture> mPbHandle;
backend::Handle<backend::HwTexture> mTbHandle;
+3
View File
@@ -468,6 +468,9 @@ void FRenderer::renderStandaloneView(FView const* view) {
FILAMENT_CHECK_PRECONDITION(view->getRenderTarget())
<< "View \"" << view->getName() << "\" must have a RenderTarget associated";
FILAMENT_CHECK_PRECONDITION(!mSwapChain)
<< "renderStandaloneView() must be called outside of beginFrame() / endFrame()";
if (UTILS_LIKELY(view->getScene())) {
mPreviousRenderTargets.clear();
mFrameId++;
+9
View File
@@ -37,6 +37,7 @@
#include <utils/compiler.h>
#include <utils/Allocator.h>
#include <utils/FixedCapacityVector.h>
#include <math/vec4.h>
@@ -140,6 +141,14 @@ public:
return mClearOptions;
}
utils::FixedCapacityVector<Renderer::FrameInfo> getFrameInfoHistory(size_t historySize) const noexcept {
return mFrameInfoManager.getFrameInfoHistory(historySize);
}
size_t getMaxFrameHistorySize() const noexcept {
return MAX_FRAMETIME_HISTORY;
}
private:
friend class Renderer;
using Command = RenderPass::Command;
+1 -1
View File
@@ -248,7 +248,7 @@ void FScene::prepare(utils::JobSystem& js,
auto* renderableJob = jobs::parallel_for(js, rootJob,
renderableInstances.data(), renderableInstances.size(),
std::cref(renderableWork), jobs::CountSplitter<128, 5>());
std::cref(renderableWork), jobs::CountSplitter<64>());
auto* lightJob = jobs::parallel_for(js, rootJob,
lightInstances.data(), lightInstances.size(),
+1 -1
View File
@@ -162,7 +162,7 @@ void FView::setDynamicLightingOptions(float zLightNear, float zLightFar) noexcep
}
float2 FView::updateScale(FEngine& engine,
FrameInfo const& info,
filament::details::FrameInfo const& info,
Renderer::FrameRateOptions const& frameRateOptions,
Renderer::DisplayInfo const& displayInfo) noexcept {
+1 -1
View File
@@ -283,7 +283,7 @@ public:
}
math::float2 updateScale(FEngine& engine,
FrameInfo const& info,
details::FrameInfo const& info,
Renderer::FrameRateOptions const& frameRateOptions,
Renderer::DisplayInfo const& displayInfo) noexcept;
+2 -2
View File
@@ -1,12 +1,12 @@
Pod::Spec.new do |spec|
spec.name = "Filament"
spec.version = "1.53.1"
spec.version = "1.53.2"
spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
spec.homepage = "https://google.github.io/filament"
spec.authors = "Google LLC."
spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
spec.platform = :ios, "11.0"
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.53.1/filament-v1.53.1-ios.tgz" }
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.53.2/filament-v1.53.2-ios.tgz" }
# Fix linking error with Xcode 12; we do not yet support the simulator on Apple silicon.
spec.pod_target_xcconfig = {
@@ -109,6 +109,7 @@ public:
vec4 groundPlane;
RayCallback raycastCallback;
void* raycastUserdata;
bool panning = true;
};
struct Builder {
@@ -143,6 +144,8 @@ public:
Builder& groundPlane(FLOAT a, FLOAT b, FLOAT c, FLOAT d); //! Plane equation used as a raycast fallback
Builder& raycastCallback(RayCallback cb, void* userdata); //! Raycast function for accurate grab-and-pan
Builder& panning(bool enabled); //! Sets whether panning is enabled
/**
* Creates a new camera manipulator, either ORBIT, MAP, or FREE_FLIGHT.
*
+8
View File
@@ -144,6 +144,14 @@ Manipulator<FLOAT>::Builder& Manipulator<FLOAT>::Builder::raycastCallback(RayCal
return *this;
}
template <typename FLOAT> typename
Manipulator<FLOAT>::Builder& Manipulator<FLOAT>::Builder::panning(bool enabled) {
details.panning = enabled;
return *this;
}
template <typename FLOAT>
Manipulator<FLOAT>* Manipulator<FLOAT>::Builder::build(Mode mode) {
switch (mode) {
+1 -1
View File
@@ -69,7 +69,7 @@ public:
}
void grabBegin(int x, int y, bool strafe) override {
mGrabState = strafe ? PANNING : ORBITING;
mGrabState = strafe && Base::mProps.panning ? PANNING : ORBITING;
mGrabPivot = mPivot;
mGrabEye = Base::mEye;
mGrabTarget = Base::mTarget;
+1 -1
View File
@@ -119,7 +119,7 @@ static void PlotEx(ImGuiPlotType plot_type, const char* label, int series_count,
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
ImGui::ItemSize(total_bb, style.FramePadding.y);
if (!ImGui::ItemAdd(total_bb, 0, &frame_bb)) return;
const bool hovered = ImGui::ItemHoverable(inner_bb, 0);
const bool hovered = ImGui::ItemHoverable(inner_bb, 0, ImGuiHoveredFlags_None);
// Determine scale from values if not specified
if (scale_min == FLT_MAX || scale_max == FLT_MAX) {
@@ -134,6 +134,7 @@ protected:
TargetApi mTargetApi = (TargetApi) 0;
Optimization mOptimization = Optimization::PERFORMANCE;
bool mPrintShaders = false;
bool mSaveRawVariants = false;
bool mGenerateDebugInfo = false;
bool mIncludeEssl1 = true;
utils::bitset32 mShaderModels;
@@ -586,6 +587,14 @@ public:
//! If true, will output the generated GLSL shader code to stdout.
MaterialBuilder& printShaders(bool printShaders) noexcept;
/**
* If true, this will write the raw generated GLSL for each variant to a text file in the
* current directory. The file will be named after the material name and the variant name. Its
* extension will be derived from the shader stage. For example, mymaterial_0x0e.frag,
* mymaterial_0x18.vert, etc.
*/
MaterialBuilder& saveRawVariants(bool saveVariants) noexcept;
//! If true, will include debugging information in generated SPIRV.
MaterialBuilder& generateDebugInfo(bool generateDebugInfo) noexcept;
+30 -1
View File
@@ -57,7 +57,7 @@
#include <atomic>
#include <utility>
#include <vector>
#include <fstream>
namespace filamat {
@@ -547,6 +547,11 @@ MaterialBuilder& MaterialBuilder::printShaders(bool printShaders) noexcept {
return *this;
}
MaterialBuilder& MaterialBuilder::saveRawVariants(bool saveRawVariants) noexcept {
mSaveRawVariants = saveRawVariants;
return *this;
}
MaterialBuilder& MaterialBuilder::generateDebugInfo(bool generateDebugInfo) noexcept {
mGenerateDebugInfo = generateDebugInfo;
return *this;
@@ -918,6 +923,30 @@ bool MaterialBuilder::generateShaders(JobSystem& jobSystem, const std::vector<Va
shaderModel, targetApi, targetLanguage, featureLevel, info);
}
// Write the variant to a file.
if (mSaveRawVariants) {
int variantKey = v.variant.key;
auto getExtension = [](backend::ShaderStage stage) {
switch (stage) {
case backend::ShaderStage::VERTEX:
return "vert";
case backend::ShaderStage::FRAGMENT:
return "frag";
case backend::ShaderStage::COMPUTE:
return "comp";
}
};
char filename[256];
snprintf(filename, sizeof(filename), "%s_0x%02x.%s", mMaterialName.c_str_safe(),
variantKey, getExtension(v.stage));
printf("Writing variant 0x%02x to %s\n", variantKey, filename);
std::ofstream file(filename);
if (file.is_open()) {
file << shader;
file.close();
}
}
std::string* pGlsl = nullptr;
if (targetApiNeedsGlsl) {
pGlsl = &shader;
@@ -104,6 +104,8 @@ public:
size_t getSkippedFrameCount() const { return mSkippedFrames; }
void loadIBL(std::string_view path);
FilamentApp(const FilamentApp& rhs) = delete;
FilamentApp(FilamentApp&& rhs) = delete;
FilamentApp& operator=(const FilamentApp& rhs) = delete;
+31 -26
View File
@@ -174,11 +174,6 @@ void FilamentApp::run(const Config& config, SetupCallback setupCallback,
loadDirt(config);
loadIBL(config);
if (mIBL != nullptr) {
mIBL->getSkybox()->setLayerMask(0x7, 0x4);
mScene->setSkybox(mIBL->getSkybox());
mScene->setIndirectLight(mIBL->getIndirectLight());
}
for (auto& view : window->mViews) {
if (view.get() != window->mUiView) {
@@ -196,7 +191,7 @@ void FilamentApp::run(const Config& config, SetupCallback setupCallback,
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window->getSDLWindow(), &wmInfo);
io.ImeWindowHandle = wmInfo.info.win.window;
ImGui::GetMainViewport()->PlatformHandleRaw = wmInfo.info.win.window;
#endif
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
@@ -519,31 +514,41 @@ const utils::Path& FilamentApp::getRootAssetsPath() {
return root;
}
void FilamentApp::loadIBL(const Config& config) {
if (!config.iblDirectory.empty()) {
Path iblPath(config.iblDirectory);
void FilamentApp::loadIBL(std::string_view path) {
Path iblPath(path);
if (!iblPath.exists()) {
std::cerr << "The specified IBL path does not exist: " << iblPath << std::endl;
return;
}
if (!iblPath.exists()) {
std::cerr << "The specified IBL path does not exist: " << iblPath << std::endl;
mIBL = std::make_unique<IBL>(*mEngine);
if (!iblPath.isDirectory()) {
if (!mIBL->loadFromEquirect(iblPath)) {
std::cerr << "Could not load the specified IBL: " << iblPath << std::endl;
mIBL.reset(nullptr);
return;
}
mIBL = std::make_unique<IBL>(*mEngine);
if (!iblPath.isDirectory()) {
if (!mIBL->loadFromEquirect(iblPath)) {
std::cerr << "Could not load the specified IBL: " << iblPath << std::endl;
mIBL.reset(nullptr);
return;
}
} else {
if (!mIBL->loadFromDirectory(iblPath)) {
std::cerr << "Could not load the specified IBL: " << iblPath << std::endl;
mIBL.reset(nullptr);
return;
}
} else {
if (!mIBL->loadFromDirectory(iblPath)) {
std::cerr << "Could not load the specified IBL: " << iblPath << std::endl;
mIBL.reset(nullptr);
return;
}
}
if (mIBL != nullptr) {
mIBL->getSkybox()->setLayerMask(0x7, 0x4);
mScene->setSkybox(mIBL->getSkybox());
mScene->setIndirectLight(mIBL->getIndirectLight());
}
}
void FilamentApp::loadIBL(const Config& config) {
if (config.iblDirectory.empty()) {
return;
}
loadIBL(config.iblDirectory);
}
void FilamentApp::loadDirt(const Config& config) {
+77 -16
View File
@@ -650,9 +650,6 @@ void FAssetLoader::createPrimitives(const cgltf_node* node, const char* name,
if (outputPrim.indices) {
fAsset->mIndexBuffers.push_back(outputPrim.indices);
}
if (outputPrim.targets) {
fAsset->mMorphTargetBuffers.push_back(outputPrim.targets);
}
}
} else {
// Create a Filament VertexBuffer and IndexBuffer for this prim if we haven't
@@ -695,11 +692,11 @@ void FAssetLoader::createRenderable(const cgltf_node* node, Entity entity, const
// glTF spec says that all primitives must have the same number of morph targets.
const cgltf_size numMorphTargets = inputPrim ? inputPrim->targets_count : 0;
RenderableManager::Builder builder(primitiveCount);
builder.morphing(numMorphTargets);
// For each prim, create a Filament VertexBuffer, IndexBuffer, and MaterialInstance.
// The VertexBuffer and IndexBuffer objects are cached for possible re-use, but MaterialInstance
// is not.
size_t morphingVertexCount = 0;
for (cgltf_size index = 0; index < primitiveCount; ++index, ++outputPrim, ++inputPrim) {
RenderableManager::PrimitiveType primType;
if (!getPrimitiveType(inputPrim->type, &primType)) {
@@ -740,8 +737,78 @@ void FAssetLoader::createRenderable(const cgltf_node* node, Entity entity, const
builder.geometry(index, primType, outputPrim->vertices, outputPrim->indices);
if (numMorphTargets) {
assert_invariant(outputPrim->targets);
builder.morphing(0, index, outputPrim->targets);
outputPrim->morphTargetOffset = morphingVertexCount; // FIXME: can I do that here?
builder.morphing(0, index, morphingVertexCount);
morphingVertexCount += outputPrim->vertices->getVertexCount();
}
}
if (numMorphTargets) {
MorphTargetBuffer* morphTargetBuffer = MorphTargetBuffer::Builder()
.count(numMorphTargets)
.vertexCount(morphingVertexCount)
.build(mEngine);
fAsset->mMorphTargetBuffers.push_back(morphTargetBuffer);
builder.morphing(morphTargetBuffer);
outputPrim = prims.data();
inputPrim = &mesh->primitives[0];
for (cgltf_size index = 0; index < primitiveCount; ++index, ++outputPrim, ++inputPrim) {
outputPrim->morphTargetBuffer = morphTargetBuffer;
UTILS_UNUSED_IN_RELEASE cgltf_accessor const* previous = nullptr;
for (int tindex = 0; tindex < numMorphTargets; ++tindex) {
const cgltf_morph_target& inTarget = inputPrim->targets[tindex];
for (cgltf_size aindex = 0; aindex < inTarget.attributes_count; ++aindex) {
const cgltf_attribute& attribute = inTarget.attributes[aindex];
const cgltf_accessor* accessor = attribute.data;
const cgltf_attribute_type atype = attribute.type;
if (atype == cgltf_attribute_type_position) {
// All position attributes must have the same number of components.
assert_invariant(!previous || previous->type == accessor->type);
previous = accessor;
assert_invariant(outputPrim->morphTargetBuffer);
if (std::holds_alternative<FFilamentAsset::ResourceInfo>(
fAsset->mResourceInfo)) {
using BufferSlot = FFilamentAsset::ResourceInfo::BufferSlot;
auto& slots = std::get<FFilamentAsset::ResourceInfo>(
fAsset->mResourceInfo).mBufferSlots;
BufferSlot& slot = slots[outputPrim->slotIndices[tindex]];
assert_invariant(!slot.vertexBuffer);
assert_invariant(!slot.indexBuffer);
slot.morphTargetBuffer = outputPrim->morphTargetBuffer;
slot.morphTargetOffset = outputPrim->morphTargetOffset;
slot.morphTargetCount = outputPrim->vertices->getVertexCount();
slot.bufferIndex = tindex;
}
else if (std::holds_alternative<FFilamentAsset::ResourceInfoExtended>(
fAsset->mResourceInfo))
{
using BufferSlot = FFilamentAsset::ResourceInfoExtended::BufferSlot;
auto& slots = std::get<FFilamentAsset::ResourceInfoExtended>(
fAsset->mResourceInfo).slots;
BufferSlot& slot = slots[outputPrim->slotIndices[tindex]];
assert_invariant(slot.slot == tindex);
assert_invariant(!slot.vertices);
assert_invariant(!slot.indices);
slot.target = outputPrim->morphTargetBuffer;
slot.offset = outputPrim->morphTargetOffset;
slot.count = outputPrim->vertices->getVertexCount();
}
break;
}
}
}
}
}
@@ -753,7 +820,7 @@ void FAssetLoader::createRenderable(const cgltf_node* node, Entity entity, const
nm.setMorphTargetNames(nm.getInstance(entity), std::move(morphTargetNames));
if (node->skin) {
builder.skinning(node->skin->joints_count);
builder.skinning(node->skin->joints_count);
}
// Per the spec, glTF models must have valid mix / max annotations for position attributes.
@@ -825,7 +892,7 @@ bool FAssetLoader::createPrimitive(const cgltf_primitive& inPrim, const char* na
// request from Google.
// Create a little lambda that appends to the asset's vertex buffer slots.
auto slots = &std::get<FFilamentAsset::ResourceInfo>(fAsset->mResourceInfo).mBufferSlots;
auto* const slots = &std::get<FFilamentAsset::ResourceInfo>(fAsset->mResourceInfo).mBufferSlots;
auto addBufferSlot = [slots](FFilamentAsset::ResourceInfo::BufferSlot entry) {
slots->push_back(entry);
};
@@ -1096,13 +1163,8 @@ bool FAssetLoader::createPrimitive(const cgltf_primitive& inPrim, const char* na
}
if (targetsCount > 0) {
MorphTargetBuffer* targets = MorphTargetBuffer::Builder()
.vertexCount(vertexCount)
.count(targetsCount)
.build(mEngine);
outPrim->targets = targets;
fAsset->mMorphTargetBuffers.push_back(targets);
UTILS_UNUSED_IN_RELEASE cgltf_accessor const* previous = nullptr;
outPrim->slotIndices.resize(targetsCount);
for (int tindex = 0; tindex < targetsCount; ++tindex) {
const cgltf_morph_target& inTarget = inPrim.targets[tindex];
for (cgltf_size aindex = 0; aindex < inTarget.attributes_count; ++aindex) {
@@ -1114,8 +1176,7 @@ bool FAssetLoader::createPrimitive(const cgltf_primitive& inPrim, const char* na
assert_invariant(!previous || previous->type == accessor->type);
previous = accessor;
BufferSlot slot = { accessor };
slot.morphTargetBuffer = targets;
slot.bufferIndex = tindex;
outPrim->slotIndices[tindex] = slots->size();
addBufferSlot(slot);
break;
}
+7 -1
View File
@@ -96,7 +96,9 @@ struct Primitive {
IndexBuffer* indices = nullptr;
Aabb aabb; // object-space bounding box
UvMap uvmap; // mapping from each glTF UV set to either UV0 or UV1 (8 bytes)
MorphTargetBuffer* targets = nullptr;
MorphTargetBuffer* morphTargetBuffer = nullptr;
uint32_t morphTargetOffset;
std::vector<int> slotIndices;
};
using MeshCache = utils::FixedCapacityVector<utils::FixedCapacityVector<Primitive>>;
@@ -329,6 +331,8 @@ struct FFilamentAsset : public FilamentAsset {
VertexBuffer* vertexBuffer;
IndexBuffer* indexBuffer;
MorphTargetBuffer* morphTargetBuffer;
uint32_t morphTargetOffset;
uint32_t morphTargetCount;
};
std::vector<BufferSlot> mBufferSlots;
@@ -343,6 +347,8 @@ struct FFilamentAsset : public FilamentAsset {
VertexBuffer* vertices = nullptr;
IndexBuffer* indices = nullptr;
MorphTargetBuffer* target = nullptr;
uint32_t offset = 0;
uint32_t count = 0;
int slot = -1;
size_t sizeInBytes = 0;
+1
View File
@@ -131,6 +131,7 @@ inline bool getPrimitiveType(cgltf_primitive_type in,
case cgltf_primitive_type_triangle_strip:
*out = filament::RenderableManager::PrimitiveType::TRIANGLE_STRIP;
return true;
case cgltf_primitive_type_invalid:
case cgltf_primitive_type_line_loop:
case cgltf_primitive_type_triangle_fan:
case cgltf_primitive_type_max_enum:
+15 -9
View File
@@ -293,10 +293,13 @@ inline void uploadBuffers(FFilamentAsset* asset, Engine& engine,
cgltf_accessor_unpack_floats(accessor, floatsData, floatsCount);
if (accessor->type == cgltf_type_vec3) {
slot.morphTargetBuffer->setPositionsAt(engine, slot.bufferIndex,
(const float3*) floatsData, slot.morphTargetBuffer->getVertexCount());
(const float3*) floatsData,
slot.morphTargetCount,
slot.morphTargetOffset);
} else {
slot.morphTargetBuffer->setPositionsAt(engine, slot.bufferIndex,
(const float4*) data, slot.morphTargetBuffer->getVertexCount());
(const float4*) data, slot.morphTargetBuffer->getVertexCount(),
slot.morphTargetOffset);
}
free(floatsData);
continue;
@@ -304,11 +307,13 @@ inline void uploadBuffers(FFilamentAsset* asset, Engine& engine,
if (accessor->type == cgltf_type_vec3) {
slot.morphTargetBuffer->setPositionsAt(engine, slot.bufferIndex, (const float3*) data,
slot.morphTargetBuffer->getVertexCount());
slot.morphTargetCount,
slot.morphTargetOffset);
} else {
assert_invariant(accessor->type == cgltf_type_vec4);
slot.morphTargetBuffer->setPositionsAt(engine, slot.bufferIndex, (const float4*) data,
slot.morphTargetBuffer->getVertexCount());
slot.morphTargetCount,
slot.morphTargetOffset);
}
}
}
@@ -694,7 +699,7 @@ void ResourceLoader::Impl::computeTangents(FFilamentAsset* asset) {
}
auto iter = baseTangents.find(vb);
if (iter != baseTangents.end()) {
jobParams.emplace_back(Params {{ prim }, {vb, nullptr, iter->second }});
jobParams.emplace_back(Params {{ prim }, {vb, nullptr, 0, iter->second }});
}
}
@@ -707,7 +712,8 @@ void ResourceLoader::Impl::computeTangents(FFilamentAsset* asset) {
}
for (cgltf_size pindex = 0, pcount = mesh.primitives_count; pindex < pcount; ++pindex) {
const cgltf_primitive& prim = mesh.primitives[pindex];
MorphTargetBuffer* tb = prims[pindex].targets;
MorphTargetBuffer* const tb = prims[pindex].morphTargetBuffer;
uint32_t const morphTargetOffset = prims[pindex].morphTargetOffset;
for (cgltf_size tindex = 0, tcount = prim.targets_count; tindex < tcount; ++tindex) {
const cgltf_morph_target& target = prim.targets[tindex];
bool hasNormals = false;
@@ -719,13 +725,13 @@ void ResourceLoader::Impl::computeTangents(FFilamentAsset* asset) {
}
hasNormals = true;
jobParams.emplace_back(Params { { &prim, (int) tindex },
{ nullptr, tb, (uint8_t) pindex } });
{ nullptr, tb, morphTargetOffset, (uint8_t) pindex } });
break;
}
// Generate flat normals if necessary.
if (!hasNormals && prim.material && !prim.material->unlit) {
jobParams.emplace_back(Params { { &prim, (int) tindex },
{ nullptr, tb, (uint8_t) pindex } });
{ nullptr, tb, morphTargetOffset, (uint8_t) pindex } });
}
}
}
@@ -752,7 +758,7 @@ void ResourceLoader::Impl::computeTangents(FFilamentAsset* asset) {
} else {
assert_invariant(params.context.tb);
params.context.tb->setTangentsAt(*mEngine, params.in.morphTargetIndex,
params.out.results, params.out.vertexCount);
params.out.results, params.out.vertexCount, params.context.offset);
free(params.out.results);
}
}
+1
View File
@@ -47,6 +47,7 @@ struct TangentsJob {
struct Context {
VertexBuffer* const vb;
MorphTargetBuffer* const tb;
uint32_t const offset;
const uint8_t slot;
};
@@ -288,14 +288,12 @@ std::vector<BufferSlot> computeGeometries(cgltf_primitive const* prim, uint8_t c
}
if (!morphTargets.empty()) {
UTILS_UNUSED_IN_RELEASE
auto const vertexCount = morphTargetOuts[0].vertexCount;
MorphTargetBuffer* buffer = MorphTargetBuffer::Builder()
.count(morphTargets.size())
.vertexCount(vertexCount)
.build(*engine);
for (auto target: morphTargetOuts) {
assert_invariant(target.vertexCount == vertexCount);
slots.push_back({.target = buffer,
slots.push_back({
.offset = 0xdeadbeef,
.slot = target.morphTarget,
.targetData = {
.tbn = target.tbn,
@@ -527,8 +525,9 @@ bool AssetLoaderExtended::createPrimitive(Input* input, Output* out,
slotCount++};
}
if (!utility::loadCgltfBuffers(gltf, mGltfPath.c_str(), mUriDataCache)) {
return false;
if (!mCgltfBuffersLoaded) {
mCgltfBuffersLoaded = utility::loadCgltfBuffers(gltf, mGltfPath.c_str(), mUriDataCache);
if (!mCgltfBuffersLoaded) return false;
}
utility::decodeDracoMeshes(gltf, prim, input->dracoCache);
@@ -536,7 +535,10 @@ bool AssetLoaderExtended::createPrimitive(Input* input, Output* out,
auto slots = computeGeometries(prim, jobType, attributesMap, morphTargets, out->uvmap, mEngine);
for (auto slot: slots) {
out->slotIndices.resize(morphTargets.size());
for (size_t i = 0; i < slots.size(); i++) {
auto& slot = slots[i];
if (slot.vertices) {
assert_invariant(!out->vertices || out->vertices == slot.vertices);
out->vertices = slot.vertices;
@@ -545,9 +547,10 @@ bool AssetLoaderExtended::createPrimitive(Input* input, Output* out,
assert_invariant(!out->indices || out->indices == slot.indices);
out->indices = slot.indices;
}
if (slot.target) {
assert_invariant(!out->targets || out->targets == slot.target);
out->targets = slot.target;
if (slot.offset == 0xdeadbeef) {
// we can't fill this here, unfortunately, so this is done in
// FAssetLoader::createRenderable
out->slotIndices[slot.slot] = outSlots.size() + i;
}
}
@@ -83,6 +83,7 @@ private:
std::string mGltfPath;
MaterialProvider& mMaterials;
UriDataCacheHandle mUriDataCache;
bool mCgltfBuffersLoaded;
};
} // namespace filament::gltfio
@@ -48,9 +48,10 @@ void ResourceLoaderExtended::loadResources(std::vector<BufferSlot> const& slots,
if (slot.target) {
assert_invariant(slot.targetData.positions && slot.targetData.tbn);
slot.target->setPositionsAt(*engine, slot.slot,
(float3 const*) slot.targetData.positions, slot.target->getVertexCount());
(float3 const*) slot.targetData.positions,
slot.count, slot.offset);
slot.target->setTangentsAt(*engine, slot.slot, (short4 const*) slot.targetData.tbn,
slot.target->getVertexCount());
slot.count, slot.offset);
free(slot.targetData.positions);
free(slot.targetData.tbn);
+1 -1
View File
@@ -228,7 +228,7 @@ TEST_F(glTFIOTest, AnimatedMorphCubeRenderables) {
EXPECT_EQ(renderableManager.getMorphTargetCount(inst), 2u);
// The 0-th MorphTargetBuffer holds both of the targets
auto const morphTargetBuffer = renderableManager.getMorphTargetBufferAt(inst, 0, 0);
auto const morphTargetBuffer = renderableManager.getMorphTargetBuffer(inst);
EXPECT_EQ(morphTargetBuffer->getCount(), 2u);
// The number of vertices for the morph target should be the face vertices in a cube =>
+1
View File
@@ -22,6 +22,7 @@
#include "CubemapUtilsImpl.h"
#include <utils/Log.h>
#include <utils/JobSystem.h>
#include <math/mat4.h>
+103 -26
View File
@@ -21,7 +21,7 @@
#include <utils/architecture.h>
#include <utils/compiler.h>
#include <utils/Condition.h>
#include <utils/Log.h>
#include <utils/debug.h>
#include <utils/memalign.h>
#include <utils/Mutex.h>
#include <utils/Slice.h>
@@ -44,15 +44,23 @@
namespace utils {
class JobSystem {
static constexpr size_t MAX_JOB_COUNT = 16384;
static constexpr size_t MAX_JOB_COUNT = 1 << 14; // 16384
static constexpr uint32_t JOB_COUNT_MASK = MAX_JOB_COUNT - 1;
static constexpr uint32_t WAITER_COUNT_SHIFT = 24;
static_assert(MAX_JOB_COUNT <= 0x7FFE, "MAX_JOB_COUNT must be <= 0x7FFE");
using WorkQueue = WorkStealingDequeue<uint16_t, MAX_JOB_COUNT>;
using Mutex = utils::Mutex;
using Condition = utils::Condition;
public:
class Job;
using ThreadId = uint8_t;
using JobFunc = void(*)(void*, JobSystem&, Job*);
static constexpr ThreadId invalidThreadId = 0xff;
class alignas(CACHELINE_SIZE) Job {
public:
Job() noexcept {} /* = default; */ /* clang bug */ // NOLINT(modernize-use-equals-default,cppcoreguidelines-pro-type-member-init)
@@ -75,12 +83,18 @@ public:
void* storage[JOB_STORAGE_SIZE_WORDS]; // 48 | 48
JobFunc function; // 4 | 8
uint16_t parent; // 2 | 2
std::atomic<uint16_t> runningJobCount = { 1 }; // 2 | 2
mutable std::atomic<uint16_t> refCount = { 1 }; // 2 | 2
// 6 | 2 (padding)
mutable ThreadId id = invalidThreadId; // 1 | 1
mutable std::atomic<uint8_t> refCount = { 1 }; // 1 | 1
std::atomic<uint32_t> runningJobCount = { 1 }; // 4 | 4
// 4 | 0 (padding)
// 64 | 64
};
#ifndef WIN32
// on windows std::function<void()> is bigger and forces the whole structure to be larger
static_assert(sizeof(Job) == 64);
#endif
explicit JobSystem(size_t threadCount = 0, size_t adoptableThreadsCount = 1) noexcept;
~JobSystem();
@@ -199,6 +213,21 @@ public:
return job;
}
// creates a job from a KNOWN method pointer w/ object passed by value
template<typename T, void(T::*method)(JobSystem&, Job*), typename ... ARGS>
Job* emplaceJob(Job* parent, ARGS&& ... args) noexcept {
static_assert(sizeof(T) <= sizeof(Job::storage), "user data too large");
Job* job = create(parent, [](void* storage, JobSystem& js, Job* job) {
T* const that = static_cast<T*>(storage);
(that->*method)(js, job);
that->~T();
});
if (job) {
new(job->storage) T(std::forward<ARGS>(args)...);
}
return job;
}
// creates a job from a functor passed by value
template<typename T>
Job* createJob(Job* parent, T functor) noexcept {
@@ -214,6 +243,21 @@ public:
return job;
}
// creates a job from a functor passed by value
template<typename T, typename ... ARGS>
Job* emplaceJob(Job* parent, ARGS&& ... args) noexcept {
static_assert(sizeof(T) <= sizeof(Job::storage), "functor too large");
Job* job = create(parent, [](void* storage, JobSystem& js, Job* job){
T* const that = static_cast<T*>(storage);
that->operator()(js, job);
that->~T();
});
if (job) {
new(job->storage) T(std::forward<ARGS>(args)...);
}
return job;
}
/*
* Jobs are normally finished automatically, this can be used to cancel a job before it is run.
@@ -244,7 +288,7 @@ public:
}
/*
* Add job to this thread's execution queue. It's reference will drop automatically.
* Add job to this thread's execution queue. Its reference will drop automatically.
* The current thread must be owned by JobSystem's thread pool. See adopt().
*
* The job can't be used after this call.
@@ -255,7 +299,19 @@ public:
run(p);
}
void signal() noexcept;
/*
* Add job to this thread's execution queue. Its reference will drop automatically.
* The current thread must be owned by JobSystem's thread pool. See adopt().
* id must be the current thread id obtained with JobSystem::getThreadId(Job*). This
* API is more efficient than the methods above.
*
* The job can't be used after this call.
*/
void run(Job*& job, ThreadId id) noexcept;
void run(Job*&& job, ThreadId id) noexcept { // allows run(createJob(...));
Job* p = job;
run(p, id);
}
/*
* Add job to this thread's execution queue and keep a reference to it.
@@ -312,12 +368,29 @@ public:
size_t getThreadCount() const { return mThreadCount; }
// returns the current ThreadId, which can be used with run(). This method can only be
// called from a job's function.
static ThreadId getThreadId(Job const* job) noexcept {
assert_invariant(job->id != invalidThreadId);
return job->id;
}
private:
// this is just to avoid using std::default_random_engine, since we're in a public header.
class default_random_engine {
static constexpr uint32_t m = 0x7fffffffu;
uint32_t mState; // must be 0 < seed < 0x7fffffff
public:
using result_type = uint32_t;
static constexpr result_type min() noexcept {
return 1;
}
static constexpr result_type max() noexcept {
return m - 1;
}
inline constexpr explicit default_random_engine(uint32_t seed = 1u) noexcept
: mState(((seed % m) == 0u) ? 1u : seed % m) {
}
@@ -362,13 +435,15 @@ private:
Job* pop(WorkQueue& workQueue) noexcept;
Job* steal(WorkQueue& workQueue) noexcept;
void wait(std::unique_lock<Mutex>& lock, Job* job = nullptr) noexcept;
void wake(size_t hint) noexcept;
[[nodiscard]]
uint32_t wait(std::unique_lock<Mutex>& lock, Job* job) noexcept;
void wait(std::unique_lock<Mutex>& lock) noexcept;
void wakeAll() noexcept;
void wakeOne() noexcept;
// these have thread contention, keep them together
utils::Mutex mWaiterLock;
utils::Condition mWaiterCondition;
Mutex mWaiterLock;
Condition mWaiterCondition;
std::atomic<int32_t> mActiveJobs = { 0 };
utils::Arena<utils::ThreadSafeObjectPoolAllocator<Job>, LockingPolicy::NoLock> mJobPool;
@@ -391,7 +466,7 @@ private:
uint8_t mParallelSplitCount = 0; // # of split allowable in parallel_for
Job* mRootJob = nullptr;
utils::Mutex mThreadMapLock; // this should have very little contention
Mutex mThreadMapLock; // this should have very little contention
tsl::robin_map<std::thread::id, ThreadState *> mThreadMap;
};
@@ -409,12 +484,13 @@ template<typename CALLABLE, typename ... ARGS>
JobSystem::Job* createJob(JobSystem& js, JobSystem::Job* parent,
CALLABLE&& func, ARGS&&... args) noexcept {
struct Data {
explicit Data(std::function<void()> f) noexcept: f(std::move(f)) {}
std::function<void()> f;
// Renaming the method below could cause an Arrested Development.
void gob(JobSystem&, JobSystem::Job*) noexcept { f(); }
} user{ std::bind(std::forward<CALLABLE>(func),
std::forward<ARGS>(args)...) };
return js.createJob<Data, &Data::gob>(parent, std::move(user));
};
return js.emplaceJob<Data, &Data::gob>(parent,
std::bind(std::forward<CALLABLE>(func), std::forward<ARGS>(args)...));
}
template<typename CALLABLE, typename T, typename ... ARGS,
@@ -425,12 +501,13 @@ template<typename CALLABLE, typename T, typename ... ARGS,
JobSystem::Job* createJob(JobSystem& js, JobSystem::Job* parent,
CALLABLE&& func, T&& o, ARGS&&... args) noexcept {
struct Data {
explicit Data(std::function<void()> f) noexcept: f(std::move(f)) {}
std::function<void()> f;
// Renaming the method below could cause an Arrested Development.
void gob(JobSystem&, JobSystem::Job*) noexcept { f(); }
} user{ std::bind(std::forward<CALLABLE>(func), std::forward<T>(o),
std::forward<ARGS>(args)...) };
return js.createJob<Data, &Data::gob>(parent, std::move(user));
};
return js.emplaceJob<Data, &Data::gob>(parent,
std::bind(std::forward<CALLABLE>(func), std::forward<T>(o), std::forward<ARGS>(args)...));
}
@@ -459,8 +536,8 @@ struct ParallelForJobData {
right_side:
if (splitter.split(splits, count)) {
const size_type lc = count / 2;
JobData ld(start, lc, splits + uint8_t(1), functor, splitter);
JobSystem::Job* l = js.createJob<JobData, &JobData::parallelWithJobs>(parent, std::move(ld));
JobSystem::Job* l = js.emplaceJob<JobData, &JobData::parallelWithJobs>(parent,
start, lc, splits + uint8_t(1), functor, splitter);
if (UTILS_UNLIKELY(l == nullptr)) {
// couldn't create a job, just pretend we're done splitting
goto execute;
@@ -468,7 +545,7 @@ right_side:
// start the left side before attempting the right side, so we parallelize in case
// of job creation failure -- rare, but still.
js.run(l);
js.run(l, JobSystem::getThreadId(parent));
// don't spawn a job for the right side, just reuse us -- spawning jobs is more
// costly than we'd like.
@@ -500,8 +577,8 @@ template<typename S, typename F>
JobSystem::Job* parallel_for(JobSystem& js, JobSystem::Job* parent,
uint32_t start, uint32_t count, F functor, const S& splitter) noexcept {
using JobData = details::ParallelForJobData<S, F>;
JobData jobData(start, count, 0, std::move(functor), splitter);
return js.createJob<JobData, &JobData::parallelWithJobs>(parent, std::move(jobData));
return js.emplaceJob<JobData, &JobData::parallelWithJobs>(parent,
start, count, 0, std::move(functor), splitter);
}
// parallel jobs with pointer/count
@@ -512,8 +589,8 @@ JobSystem::Job* parallel_for(JobSystem& js, JobSystem::Job* parent,
f(data + s, c);
};
using JobData = details::ParallelForJobData<S, decltype(user)>;
JobData jobData(0, count, 0, std::move(user), splitter);
return js.createJob<JobData, &JobData::parallelWithJobs>(parent, std::move(jobData));
return js.emplaceJob<JobData, &JobData::parallelWithJobs>(parent,
0, count, 0, std::move(user), splitter);
}
// parallel jobs on a Slice<>
@@ -524,7 +601,7 @@ JobSystem::Job* parallel_for(JobSystem& js, JobSystem::Job* parent,
}
template <size_t COUNT, size_t MAX_SPLITS = 12>
template<size_t COUNT, size_t MAX_SPLITS = 12>
class CountSplitter {
public:
bool split(size_t splits, size_t count) const noexcept {
+14 -6
View File
@@ -35,7 +35,13 @@ namespace utils {
* steal() push(), pop()
* any thread main thread
*
*
* References:
* - This code is largely inspired from
* https://blog.molecular-matters.com/2015/09/25/job-system-2-0-lock-free-work-stealing-part-3-going-lock-free/
* - other implementations
* https://github.com/ConorWilliams/ConcurrentDeque/blob/main/include/riften/deque.hpp
* https://github.com/ssbl/concurrent-deque/blob/master/include/deque.hpp
* https://github.com/taskflow/work-stealing-queue/blob/master/wsq.hpp
*/
template <typename TYPE, size_t COUNT>
class WorkStealingDequeue {
@@ -117,7 +123,7 @@ TYPE WorkStealingDequeue<TYPE, COUNT>::pop() noexcept {
index_t top = mTop.load(std::memory_order_seq_cst);
if (top < bottom) {
// Queue isn't empty and it's not the last item, just return it, this is the common case.
// Queue isn't empty, and it's not the last item, just return it, this is the common case.
return getItemAt(bottom);
}
@@ -132,13 +138,13 @@ TYPE WorkStealingDequeue<TYPE, COUNT>::pop() noexcept {
if (mTop.compare_exchange_strong(top, top + 1,
std::memory_order_seq_cst,
std::memory_order_relaxed)) {
// success: we stole our last item from ourself, meaning that a concurrent steal()
// Success: we stole our last item from ourselves, meaning that a concurrent steal()
// would have failed.
// mTop now equals top + 1, we adjust top to make the queue empty.
top++;
} else {
// failure: mTop was not equal to top, which means the item was stolen under our feet.
// top now equals to mTop. Simply discard the item we just popped.
// Failure: mTop was not equal to top, which means the item was stolen under our feet.
// `top` now equals to mTop. Simply discard the item we just popped.
// The queue is now empty.
item = TYPE();
}
@@ -149,7 +155,7 @@ TYPE WorkStealingDequeue<TYPE, COUNT>::pop() noexcept {
}
// std::memory_order_relaxed used because we're not publishing any data.
// no concurrent writes to mBottom possible, it's always safe to write mBottom.
// No concurrent writes to mBottom possible, it's always safe to write mBottom.
mBottom.store(top, std::memory_order_relaxed);
return item;
}
@@ -194,6 +200,8 @@ TYPE WorkStealingDequeue<TYPE, COUNT>::steal() noexcept {
}
// failure: the item we just tried to steal was pop()'ed under our feet,
// simply discard it; nothing to do -- it's okay to try again.
// However, item might be corrupted, so it must be trivially destructible
static_assert(std::is_trivially_destructible_v<TYPE>);
}
}
+120 -115
View File
@@ -23,20 +23,18 @@
// when SYSTRACE_TAG_JOBSYSTEM is used, enables even heavier systraces
#define HEAVY_SYSTRACE 0
// enable for catching hangs waiting on a job to finish
static constexpr bool DEBUG_FINISH_HANGS = false;
#include <utils/JobSystem.h>
#include <utils/compiler.h>
#include <utils/debug.h>
#include <utils/Log.h>
#include <utils/memalign.h>
#include <utils/ostream.h>
#include <utils/Panic.h>
#include <utils/Systrace.h>
#include <algorithm>
#include <atomic>
#include <cerrno>
#include <chrono>
#include <cmath>
#include <condition_variable>
@@ -248,68 +246,62 @@ inline bool JobSystem::hasActiveJobs() const noexcept {
}
inline bool JobSystem::hasJobCompleted(JobSystem::Job const* job) noexcept {
return job->runningJobCount.load(std::memory_order_acquire) <= 0;
return (job->runningJobCount.load(std::memory_order_acquire) & JOB_COUNT_MASK) == 0;
}
void JobSystem::wait(std::unique_lock<Mutex>& lock, Job* job) noexcept {
if constexpr (!DEBUG_FINISH_HANGS) {
mWaiterCondition.wait(lock);
} else {
do {
// we use a pretty long timeout (4s) so we're very confident that the system is hung
// and nothing else is happening.
std::cv_status status = mWaiterCondition.wait_for(lock,
std::chrono::milliseconds(4000));
if (status == std::cv_status::no_timeout) {
break;
}
// hang debugging...
// We check of we had active jobs or if the job we're waiting on had completed already.
// There is the possibility of a race condition, but our long timeout gives us some
// confidence that we're in an incorrect state.
size_t const id = std::distance(mThreadStates.data(), &getState());
auto activeJobs = mActiveJobs.load();
if (job) {
auto runningJobCount = job->runningJobCount.load();
FILAMENT_CHECK_POSTCONDITION(runningJobCount > 0)
<< "JobSystem(" << this << ", " << unsigned(id) << "): waiting while job "
<< job << " has completed and " << activeJobs << " jobs are active!";
}
FILAMENT_CHECK_POSTCONDITION(activeJobs <= 0)
<< "JobSystem(" << this << ", " << unsigned(id) << "): waiting while "
<< activeJobs << " jobs are active!";
} while (true);
}
}
void JobSystem::wakeAll() noexcept {
inline void JobSystem::wait(std::unique_lock<Mutex>& lock) noexcept {
HEAVY_SYSTRACE_CALL();
std::lock_guard<Mutex> const lock(mWaiterLock);
mWaiterCondition.wait(lock);
}
inline uint32_t JobSystem::wait(std::unique_lock<Mutex>& lock, Job* const job) noexcept {
HEAVY_SYSTRACE_CALL();
// signal we are waiting
if (hasActiveJobs() || exitRequested()) {
return job->runningJobCount.load(std::memory_order_acquire);
}
uint32_t runningJobCount =
job->runningJobCount.fetch_add(1 << WAITER_COUNT_SHIFT, std::memory_order_relaxed);
if (runningJobCount & JOB_COUNT_MASK) {
mWaiterCondition.wait(lock);
}
runningJobCount =
job->runningJobCount.fetch_sub(1 << WAITER_COUNT_SHIFT, std::memory_order_acquire);
assert_invariant((runningJobCount >> WAITER_COUNT_SHIFT) >= 1);
return runningJobCount;
}
UTILS_NOINLINE
void JobSystem::wakeAll() noexcept {
// wakeAll() is called when a job finishes (to wake up any thread that might be waiting on it)
SYSTRACE_CALL();
mWaiterLock.lock();
// this empty critical section is needed -- it guarantees that notify_all() happens
// after the condition's variables are set.
// either before the condition is checked, or after the condition variable sleeps.
mWaiterLock.unlock();
// notify_all() can be pretty slow, and it doesn't need to be inside the lock.
mWaiterCondition.notify_all();
}
void JobSystem::wake(size_t hint) noexcept {
void JobSystem::wakeOne() noexcept {
// wakeOne() is called when a new job is added to a queue
HEAVY_SYSTRACE_CALL();
std::lock_guard<Mutex> const lock(mWaiterLock);
// this empty critical section is needed -- it guarantees that notify_all() happens
// after the condition's variables are set.
if (hint == 1) {
mWaiterCondition.notify_one();
} else {
mWaiterCondition.notify_all();
}
mWaiterLock.lock();
// this empty critical section is needed -- it guarantees that notify_one() happens
// either before the condition is checked, or after the condition variable sleeps.
mWaiterLock.unlock();
// notify_one() can be pretty slow, and it doesn't need to be inside the lock.
mWaiterCondition.notify_one();
}
inline JobSystem::ThreadState& JobSystem::getState() noexcept {
std::lock_guard<utils::Mutex> const lock(mThreadMapLock);
std::lock_guard<Mutex> const lock(mThreadMapLock);
auto iter = mThreadMap.find(std::this_thread::get_id());
FILAMENT_CHECK_PRECONDITION(iter != mThreadMap.end()) << "This thread has not been adopted.";
return *iter->second;
@@ -324,58 +316,36 @@ void JobSystem::put(WorkQueue& workQueue, Job* job) noexcept {
size_t const index = job - mJobStorageBase;
assert(index >= 0 && index < MAX_JOB_COUNT);
// put the job into the queue first
// put the job into the queue
workQueue.push(uint16_t(index + 1));
// then increase our active job count
int32_t const oldActiveJobs = mActiveJobs.fetch_add(1, std::memory_order_relaxed);
// But it's possible that the job has already been picked-up, so oldActiveJobs could be
// negative for instance. We signal only if that's not the case.
if (oldActiveJobs >= 0) {
wake(oldActiveJobs + 1); // wake-up a thread if needed...
}
// increase our active job count (the order in which we're doing this must not matter
// because we're not using std::memory_order_seq_cst (here or in WorkQueue::push()).
mActiveJobs.fetch_add(1, std::memory_order_relaxed);
// Note: it's absolutely possible for mActiveJobs to be 0 here, because the job could have
// been handled by a zealous worker already. In that case we could avoid calling wakeOne(),
// but that is not the common case.
wakeOne();
}
JobSystem::Job* JobSystem::pop(WorkQueue& workQueue) noexcept {
// decrement mActiveJobs first, this is to ensure that if there is only a single job left
// (and we're about to pick it up), other threads don't loop trying to do the same.
mActiveJobs.fetch_sub(1, std::memory_order_relaxed);
size_t const index = workQueue.pop();
assert(index <= MAX_JOB_COUNT);
Job* const job = !index ? nullptr : &mJobStorageBase[index - 1];
// If our guess was wrong, i.e. we couldn't pick up a job (b/c our queue was empty), we
// need to correct mActiveJobs.
if (!job) {
int32_t const oldActiveJobs = mActiveJobs.fetch_add(1, std::memory_order_relaxed);
if (oldActiveJobs >= 0) {
// And if there are some active jobs, then we need to wake someone up. We know it
// can't be us, because we failed taking a job and we know another thread can't
// have added one in our queue.
wake(oldActiveJobs + 1); // wake-up a thread if needed...
}
if (UTILS_LIKELY(job)) {
mActiveJobs.fetch_sub(1, std::memory_order_relaxed);
}
return job;
}
JobSystem::Job* JobSystem::steal(WorkQueue& workQueue) noexcept {
// decrement mActiveJobs first, this is to ensure that if there is only a single job left
// (and we're about to pick it up), other threads don't loop trying to do the same.
mActiveJobs.fetch_sub(1, std::memory_order_relaxed);
size_t const index = workQueue.steal();
assert(index <= MAX_JOB_COUNT);
assert_invariant(index <= MAX_JOB_COUNT);
Job* const job = !index ? nullptr : &mJobStorageBase[index - 1];
// If we failed taking a job, we need to correct mActiveJobs.
if (!job) {
int32_t const oldActiveJobs = mActiveJobs.fetch_add(1, std::memory_order_relaxed);
if (oldActiveJobs >= 0) {
// And if there are some active jobs, then we need to wake someone up. We know it
// can't be us, because we failed taking a job and we know another thread can't
// have added one in our queue.
wake(oldActiveJobs + 1); // wake-up a thread if needed...
}
if (UTILS_LIKELY(job)) {
mActiveJobs.fetch_sub(1, std::memory_order_relaxed);
}
return job;
}
@@ -407,7 +377,7 @@ JobSystem::Job* JobSystem::steal(JobSystem::ThreadState& state) noexcept {
Job* job = nullptr;
do {
ThreadState* const stateToStealFrom = getStateToStealFrom(state);
if (UTILS_LIKELY(stateToStealFrom)) {
if (stateToStealFrom) {
job = steal(stateToStealFrom->workQueue);
}
// nullptr -> nothing to steal in that queue either, if there are active jobs,
@@ -420,17 +390,23 @@ bool JobSystem::execute(JobSystem::ThreadState& state) noexcept {
HEAVY_SYSTRACE_CALL();
Job* job = pop(state.workQueue);
if (UTILS_UNLIKELY(job == nullptr)) {
// It is beneficial for some benchmarks to poll on steal() for a bit, because going back to
// sleep and waking up is pretty expensive. However, it is unclear it helps in practice with
// larger jobs or when parallel_for is used.
constexpr size_t const STEAL_TRY_COUNT = 1;
for (size_t i = 0; UTILS_UNLIKELY(!job && i < STEAL_TRY_COUNT); i++) {
// our queue is empty, try to steal a job
job = steal(state);
}
if (job) {
assert(job->runningJobCount.load(std::memory_order_relaxed) >= 1);
if (UTILS_LIKELY(job)) {
assert((job->runningJobCount.load(std::memory_order_relaxed) & JOB_COUNT_MASK) >= 1);
if (UTILS_LIKELY(job->function)) {
HEAVY_SYSTRACE_NAME("job->function");
job->id = std::distance(mThreadStates.data(), &state);
job->function(job->storage, *this, job);
job->id = invalidThreadId;
}
finish(job);
}
@@ -442,9 +418,10 @@ void JobSystem::loop(ThreadState* state) noexcept {
setThreadPriority(Priority::DISPLAY);
// record our work queue
mThreadMapLock.lock();
std::unique_lock<Mutex> lock(mThreadMapLock);
bool const inserted = mThreadMap.emplace(std::this_thread::get_id(), state).second;
mThreadMapLock.unlock();
lock.unlock();
FILAMENT_CHECK_PRECONDITION(inserted) << "This thread is already in a loop.";
// run our main loop...
@@ -469,11 +446,16 @@ void JobSystem::finish(Job* job) noexcept {
do {
// std::memory_order_release here is needed to synchronize with JobSystem::wait()
// which needs to "see" all changes that happened before the job terminated.
auto runningJobCount = job->runningJobCount.fetch_sub(1, std::memory_order_acq_rel);
uint32_t const v = job->runningJobCount.fetch_sub(1, std::memory_order_acq_rel);
uint32_t const runningJobCount = v & JOB_COUNT_MASK;
assert(runningJobCount > 0);
if (runningJobCount == 1) {
// no more work, destroy this job and notify its parent
notify = true;
uint32_t const waiters = v >> WAITER_COUNT_SHIFT;
if (waiters) {
notify = true;
}
Job* const parent = job->parent == 0x7FFF ? nullptr : &storage[job->parent];
decRef(job);
job = parent;
@@ -484,7 +466,8 @@ void JobSystem::finish(Job* job) noexcept {
} while (job);
// wake-up all threads that could potentially be waiting on this job finishing
if (notify) {
if (UTILS_UNLIKELY(notify)) {
// but avoid calling notify_all() at all cost, because it's always expensive
wakeAll();
}
}
@@ -502,10 +485,11 @@ JobSystem::Job* JobSystem::create(JobSystem::Job* parent, JobFunc func) noexcept
// add a reference to the parent to make sure it can't be terminated.
// memory_order_relaxed is safe because no action is taken at this point
// (the job is not started yet).
auto parentJobCount = parent->runningJobCount.fetch_add(1, std::memory_order_relaxed);
UTILS_UNUSED_IN_RELEASE auto const parentJobCount =
parent->runningJobCount.fetch_add(1, std::memory_order_relaxed);
// can't create a child job of a terminated parent
assert(parentJobCount > 0);
assert((parentJobCount & JOB_COUNT_MASK) > 0);
index = parent - mJobStorageBase;
assert(index < MAX_JOB_COUNT);
@@ -532,10 +516,6 @@ void JobSystem::release(JobSystem::Job*& job) noexcept {
job = nullptr;
}
void JobSystem::signal() noexcept {
wakeAll();
}
void JobSystem::run(Job*& job) noexcept {
HEAVY_SYSTRACE_CALL();
@@ -547,6 +527,18 @@ void JobSystem::run(Job*& job) noexcept {
job = nullptr;
}
void JobSystem::run(Job*& job, uint8_t id) noexcept {
HEAVY_SYSTRACE_CALL();
ThreadState& state = mThreadStates[id];
assert_invariant(&state == &getState());
put(state.workQueue, job);
// after run() returns, the job is virtually invalid (it'll die on its own)
job = nullptr;
}
JobSystem::Job* JobSystem::runAndRetain(Job* job) noexcept {
JobSystem::Job* retained = retain(job);
run(job);
@@ -561,7 +553,7 @@ void JobSystem::waitAndRelease(Job*& job) noexcept {
ThreadState& state(getState());
do {
if (!execute(state)) {
if (UTILS_UNLIKELY(!execute(state))) {
// test if job has completed first, to possibly avoid taking the lock
if (hasJobCompleted(job)) {
break;
@@ -577,11 +569,23 @@ void JobSystem::waitAndRelease(Job*& job) noexcept {
// continue to handle more jobs, as they get added.
std::unique_lock<Mutex> lock(mWaiterLock);
if (!hasJobCompleted(job) && !hasActiveJobs() && !exitRequested()) {
wait(lock, job);
uint32_t const runningJobCount = wait(lock, job);
// we could be waking up because either:
// - the job we're waiting on has completed
// - more jobs where added to the JobSystem
// - we're asked to exit
if ((runningJobCount & JOB_COUNT_MASK) == 0 || exitRequested()) {
break;
}
// if we get here, it means that
// - the job we're waiting on is still running, and
// - we're not asked to exit, and
// - there were some active jobs
// So we try to handle one.
continue;
}
} while (!hasJobCompleted(job) && !exitRequested());
} while (UTILS_LIKELY(!hasJobCompleted(job) && !exitRequested()));
if (job == mRootJob) {
mRootJob = nullptr;
@@ -591,6 +595,7 @@ void JobSystem::waitAndRelease(Job*& job) noexcept {
}
void JobSystem::runAndWait(JobSystem::Job*& job) noexcept {
SYSTRACE_CALL();
runAndRetain(job);
waitAndRelease(job);
}
@@ -598,7 +603,7 @@ void JobSystem::runAndWait(JobSystem::Job*& job) noexcept {
void JobSystem::adopt() {
const auto tid = std::this_thread::get_id();
std::unique_lock<utils::Mutex> lock(mThreadMapLock);
std::unique_lock<Mutex> lock(mThreadMapLock);
auto iter = mThreadMap.find(tid);
ThreadState* const state = iter == mThreadMap.end() ? nullptr : iter->second;
lock.unlock();
@@ -631,7 +636,7 @@ void JobSystem::adopt() {
void JobSystem::emancipate() {
const auto tid = std::this_thread::get_id();
std::lock_guard<utils::Mutex> const lock(mThreadMapLock);
std::unique_lock<Mutex> const lock(mThreadMapLock);
auto iter = mThreadMap.find(tid);
ThreadState* const state = iter == mThreadMap.end() ? nullptr : iter->second;
FILAMENT_CHECK_PRECONDITION(state) << "this thread is not an adopted thread";
+48 -14
View File
@@ -58,6 +58,7 @@
#include <cgltf.h>
#include <algorithm>
#include <array>
#include <fstream>
#include <iostream>
@@ -508,30 +509,55 @@ static void onClick(App& app, View* view, ImVec2 pos) {
});
}
static utils::Path getPathForAsset(std::string_view string) {
static utils::Path getPathForIBLAsset(std::string_view string) {
auto isIBL = [] (utils::Path file) -> bool {
return file.getExtension() == "ktx" || file.getExtension() == "hdr";
};
utils::Path filename{ string };
if (!filename.exists()) {
std::cerr << "file " << filename << " not found!" << std::endl;
return {};
}
if (filename.isDirectory()) {
auto files = filename.listContents();
for (const auto& file: files) {
if (file.getExtension() == "gltf" || file.getExtension() == "glb") {
filename = file;
break;
}
}
if (filename.isDirectory()) {
std::cerr << "no glTF file found in " << filename << std::endl;
std::vector<Path> files = filename.listContents();
if (std::none_of(files.cbegin(), files.cend(), isIBL)) {
return {};
}
} else if (!isIBL(filename)) {
return {};
}
return filename;
}
static utils::Path getPathForGLTFAsset(std::string_view string) {
auto isGLTF = [] (utils::Path file) -> bool {
return file.getExtension() == "gltf" || file.getExtension() == "glb";
};
static bool checkAsset(const utils::Path& filename) {
utils::Path filename{ string };
if (!filename.exists()) {
std::cerr << "file " << filename << " not found!" << std::endl;
return {};
}
if (filename.isDirectory()) {
std::vector<Path> files = filename.listContents();
auto it = std::find_if(files.cbegin(), files.cend(), isGLTF);
if (it == files.end()) {
return {};
}
filename = *it;
} else if (!isGLTF(filename)) {
return {};
}
return filename;
}
static bool checkGLTFAsset(const utils::Path& filename) {
// Peek at the file size to allow pre-allocation.
long const contentSize = static_cast<long>(getFileSize(filename.c_str()));
if (contentSize <= 0) {
@@ -571,8 +597,9 @@ int main(int argc, char** argv) {
utils::Path filename;
int const num_args = argc - optionIndex;
if (num_args >= 1) {
filename = getPathForAsset(argv[optionIndex]);
filename = getPathForGLTFAsset(argv[optionIndex]);
if (filename.isEmpty()) {
std::cerr << "no glTF file found in " << filename << std::endl;
return 1;
}
}
@@ -1125,9 +1152,9 @@ int main(int argc, char** argv) {
filamentApp.resize(resize);
filamentApp.setDropHandler([&](std::string_view path) {
utils::Path const filename = getPathForAsset(path);
utils::Path filename = getPathForGLTFAsset(path);
if (!filename.isEmpty()) {
if (checkAsset(filename)) {
if (checkGLTFAsset(filename)) {
app.resourceLoader->asyncCancelLoad();
app.resourceLoader->evictResourceData();
app.viewer->removeAsset();
@@ -1136,6 +1163,13 @@ int main(int argc, char** argv) {
loadResources(filename);
app.viewer->setAsset(app.asset, app.instance);
}
return;
}
filename = getPathForIBLAsset(path);
if (!filename.isEmpty()) {
FilamentApp::get().loadIBL(path);
return;
}
});
+3 -3
View File
@@ -202,9 +202,9 @@ int main(int argc, char** argv) {
.culling(false)
.receiveShadows(false)
.castShadows(false)
.morphing(3)
.morphing(0,0,app.mt1, 0, app.mt1->getCount())
.morphing(0,1,app.mt1, 9, app.mt1->getCount())
.morphing(app.mt1)
.morphing(0, 0, 0)
.morphing(0, 1, 9)
.build(*engine, app.renderable);
scene->addEntity(app.renderable);
+89 -85
View File
@@ -511,26 +511,27 @@ int main(int argc, char** argv) {
// primitive 2 = triangle, no skinning, no morph target, buffer objects enabled
// primitive 3 = triangle, no skinning, morph target, buffer objects enabled
app.renderables[0] = EntityManager::get().create();
RenderableManager::Builder(4)
.boundingBox({{ -1, -1, -1}, { 1, 1, 1}})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.material(3, app.mat->getDefaultInstance())
.geometry(0,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[0],app.ib,0,3)
.geometry(1,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[0],app.ib,0,3)
.geometry(2,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[1],app.ib,0,3)
.geometry(3,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[1],app.ib,0,3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.morphing(3)
.morphing(0,1,app.mt)
.morphing(0,3,app.mt)
RenderableManager::Builder(4)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.material(3, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[0], app.ib, 0, 3)
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[0], app.ib, 0, 3)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[1], app.ib, 0, 3)
.geometry(3, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[1], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.morphing(app.mt)
.morphing(0, 1, 0)
.morphing(0, 3, 0)
.build(*engine, app.renderables[0]);
// renderable 1: attribute bone data definitions skinning
@@ -539,28 +540,29 @@ int main(int argc, char** argv) {
// primitive 3 = triangle with skinning, bone data defined as vertex attributes (buffer object)
// primitive 2 = triangle with skinning and with morphing, bone data defined as vertex attributes
app.renderables[1] = EntityManager::get().create();
RenderableManager::Builder(4)
.boundingBox({{ -1, -1, -1}, { 1, 1, 1}})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.material(3, app.mat->getDefaultInstance())
.geometry(1,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2],app.ib,0,3)
.geometry(2,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2],app.ib,0,3)
.geometry(0,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[3],app.ib,0,3)
.geometry(3,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[3],app.ib,0,3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
.morphing(3)
.morphing(0,2,app.mt)
.morphing(0,0,app.mt)
RenderableManager::Builder(4)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.material(3, app.mat->getDefaultInstance())
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2], app.ib, 0, 3)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2], app.ib, 0, 3)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[3], app.ib, 0, 3)
.geometry(3, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[3], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
.morphing(app.mt)
.morphing(0, 2, 0)
.morphing(0, 0, 0)
.build(*engine, app.renderables[1]);
// renderable 2: various ways of skinning definitions
@@ -569,30 +571,31 @@ int main(int argc, char** argv) {
// primitive 2 = triangle with skinning and with morphing, advanced bone data
// defined as vector per primitive
app.renderables[2] = EntityManager::get().create();
RenderableManager::Builder(3)
.boundingBox({{ -1, -1, -1}, { 1, 1, 1}})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.geometry(0,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[4], app.ib, 0, 3)
.geometry(1,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[5], app.ib, 0, 3)
.geometry(2,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[6], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
RenderableManager::Builder(3)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[4], app.ib, 0, 3)
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[5], app.ib, 0, 3)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[6], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
.boneIndicesAndWeights(0, boneDataArray,
3 * app.bonesPerVertex, app.bonesPerVertex)
.boneIndicesAndWeights(1, app.boneDataPerPrimitive)
.boneIndicesAndWeights(2, app.boneDataPerPrimitive)
.boneIndicesAndWeights(0, boneDataArray,
3 * app.bonesPerVertex, app.bonesPerVertex)
.boneIndicesAndWeights(1, app.boneDataPerPrimitive)
.boneIndicesAndWeights(2, app.boneDataPerPrimitive)
.morphing(3)
.morphing(0, 2, app.mt)
.morphing(app.mt)
.morphing(0, 2, 0)
.build(*engine, app.renderables[2]);
// renderable 3: combination attribute and advance bone data
@@ -602,27 +605,28 @@ int main(int argc, char** argv) {
// primitive 2 = triangle with skinning and morphing, advanced bone data defined
// as vector per primitive
app.renderables[3] = EntityManager::get().create();
RenderableManager::Builder(3)
.boundingBox({{ -1, -1, -1}, { 1, 1, 1}})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.geometry(0,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2], app.ib, 0, 3)
.geometry(1,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[7], app.ib2, 0, 6)
.geometry(2,RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[8], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
.boneIndicesAndWeights(1, app.boneDataPerPrimitiveMulti)
.boneIndicesAndWeights(2, app.boneDataPerPrimitive)
.morphing(3)
.morphing(0,0,app.mt)
.morphing(0,2,app.mt)
RenderableManager::Builder(3)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2], app.ib, 0, 3)
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[7], app.ib2, 0, 6)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[8], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
.boneIndicesAndWeights(1, app.boneDataPerPrimitiveMulti)
.boneIndicesAndWeights(2, app.boneDataPerPrimitive)
.morphing(app.mt)
.morphing(0, 0, 0)
.morphing(0, 2, 0)
.build(*engine, app.renderables[3]);
scene->addEntity(app.renderables[0]);
+2
View File
@@ -103,7 +103,9 @@ cgltf also supports some glTF extensions:
- EXT_meshopt_compression
- KHR_draco_mesh_compression (requires a library like [Google's Draco](https://github.com/google/draco) for decompression though)
- KHR_lights_punctual
- KHR_materials_anisotropy
- KHR_materials_clearcoat
- KHR_materials_dispersion
- KHR_materials_emissive_strength
- KHR_materials_ior
- KHR_materials_iridescence
+562 -264
View File
File diff suppressed because it is too large Load Diff
+154 -26
View File
@@ -1,7 +1,7 @@
/**
* cgltf_write - a single-file glTF 2.0 writer written in C99.
*
* Version: 1.13
* Version: 1.14
*
* Website: https://github.com/jkuhlmann/cgltf
*
@@ -15,19 +15,17 @@
*
* Reference:
* `cgltf_result cgltf_write_file(const cgltf_options* options, const char*
* path, const cgltf_data* data)` writes JSON to the given file path. Buffer
* files and external images are not written out. `data` is not deallocated.
* path, const cgltf_data* data)` writes a glTF data to the given file path.
* If `options->type` is `cgltf_file_type_glb`, both JSON content and binary
* buffer of the given glTF data will be written in a GLB format.
* Otherwise, only the JSON part will be written.
* External buffers and images are not written out. `data` is not deallocated.
*
* `cgltf_size cgltf_write(const cgltf_options* options, char* buffer,
* cgltf_size size, const cgltf_data* data)` writes JSON into the given memory
* buffer. Returns the number of bytes written to `buffer`, including a null
* terminator. If buffer is null, returns the number of bytes that would have
* been written. `data` is not deallocated.
*
* To write custom JSON into the `extras` field, aggregate all the custom JSON
* into a single buffer, then set `file_data` to this buffer. By supplying
* start_offset and end_offset values for various objects, you can select a
* range of characters within the aggregated buffer.
*/
#ifndef CGLTF_WRITE_H_INCLUDED__
#define CGLTF_WRITE_H_INCLUDED__
@@ -87,6 +85,8 @@ cgltf_size cgltf_write(const cgltf_options* options, char* buffer, cgltf_size si
#define CGLTF_EXTENSION_FLAG_MATERIALS_EMISSIVE_STRENGTH (1 << 13)
#define CGLTF_EXTENSION_FLAG_MESH_GPU_INSTANCING (1 << 14)
#define CGLTF_EXTENSION_FLAG_MATERIALS_IRIDESCENCE (1 << 15)
#define CGLTF_EXTENSION_FLAG_MATERIALS_ANISOTROPY (1 << 16)
#define CGLTF_EXTENSION_FLAG_MATERIALS_DISPERSION (1 << 17)
typedef struct {
char* buffer;
@@ -147,6 +147,16 @@ typedef struct {
context->needs_comma = 1; }
#define CGLTF_WRITE_TEXTURE_INFO(label, info) if (info.texture) { \
cgltf_write_line(context, "\"" label "\": {"); \
CGLTF_WRITE_IDXPROP("index", info.texture, context->data->textures); \
cgltf_write_intprop(context, "texCoord", info.texcoord, 0); \
if (info.has_transform) { \
context->extension_flags |= CGLTF_EXTENSION_FLAG_TEXTURE_TRANSFORM; \
cgltf_write_texture_transform(context, &info.transform); \
} \
cgltf_write_line(context, "}"); }
#define CGLTF_WRITE_NORMAL_TEXTURE_INFO(label, info) if (info.texture) { \
cgltf_write_line(context, "\"" label "\": {"); \
CGLTF_WRITE_IDXPROP("index", info.texture, context->data->textures); \
cgltf_write_intprop(context, "texCoord", info.texcoord, 0); \
@@ -155,9 +165,29 @@ typedef struct {
context->extension_flags |= CGLTF_EXTENSION_FLAG_TEXTURE_TRANSFORM; \
cgltf_write_texture_transform(context, &info.transform); \
} \
cgltf_write_extras(context, &info.extras); \
cgltf_write_line(context, "}"); }
#define CGLTF_WRITE_OCCLUSION_TEXTURE_INFO(label, info) if (info.texture) { \
cgltf_write_line(context, "\"" label "\": {"); \
CGLTF_WRITE_IDXPROP("index", info.texture, context->data->textures); \
cgltf_write_intprop(context, "texCoord", info.texcoord, 0); \
cgltf_write_floatprop(context, "strength", info.scale, 1.0f); \
if (info.has_transform) { \
context->extension_flags |= CGLTF_EXTENSION_FLAG_TEXTURE_TRANSFORM; \
cgltf_write_texture_transform(context, &info.transform); \
} \
cgltf_write_line(context, "}"); }
#ifndef CGLTF_CONSTS
#define GlbHeaderSize 12
#define GlbChunkHeaderSize 8
static const uint32_t GlbVersion = 2;
static const uint32_t GlbMagic = 0x46546C67;
static const uint32_t GlbMagicJsonChunk = 0x4E4F534A;
static const uint32_t GlbMagicBinChunk = 0x004E4942;
#define CGLTF_CONSTS
#endif
static void cgltf_write_indent(cgltf_write_context* context)
{
if (context->needs_comma)
@@ -208,15 +238,24 @@ static void cgltf_write_strprop(cgltf_write_context* context, const char* label,
static void cgltf_write_extras(cgltf_write_context* context, const cgltf_extras* extras)
{
cgltf_size length = extras->end_offset - extras->start_offset;
if (length > 0 && context->data->file_data)
if (extras->data)
{
char* json_string = ((char*) context->data->file_data) + extras->start_offset;
cgltf_write_indent(context);
CGLTF_SPRINTF("%s", "\"extras\": ");
CGLTF_SNPRINTF(length, "%.*s", (int)(extras->end_offset - extras->start_offset), json_string);
CGLTF_SPRINTF("\"extras\": %s", extras->data);
context->needs_comma = 1;
}
else
{
cgltf_size length = extras->end_offset - extras->start_offset;
if (length > 0 && context->data->json)
{
char* json_string = ((char*) context->data->json) + extras->start_offset;
cgltf_write_indent(context);
CGLTF_SPRINTF("%s", "\"extras\": ");
CGLTF_SNPRINTF(length, "%.*s", (int)(extras->end_offset - extras->start_offset), json_string);
context->needs_comma = 1;
}
}
}
static void cgltf_write_stritem(cgltf_write_context* context, const char* item)
@@ -320,6 +359,21 @@ static int cgltf_int_from_component_type(cgltf_component_type ctype)
}
}
static int cgltf_int_from_primitive_type(cgltf_primitive_type ctype)
{
switch (ctype)
{
case cgltf_primitive_type_points: return 0;
case cgltf_primitive_type_lines: return 1;
case cgltf_primitive_type_line_loop: return 2;
case cgltf_primitive_type_line_strip: return 3;
case cgltf_primitive_type_triangles: return 4;
case cgltf_primitive_type_triangle_strip: return 5;
case cgltf_primitive_type_triangle_fan: return 6;
default: return -1;
}
}
static const char* cgltf_str_from_alpha_mode(cgltf_alpha_mode alpha_mode)
{
switch (alpha_mode)
@@ -415,7 +469,7 @@ static void cgltf_write_asset(cgltf_write_context* context, const cgltf_asset* a
static void cgltf_write_primitive(cgltf_write_context* context, const cgltf_primitive* prim)
{
cgltf_write_intprop(context, "mode", (int) prim->type, 4);
cgltf_write_intprop(context, "mode", cgltf_int_from_primitive_type(prim->type), 4);
CGLTF_WRITE_IDXPROP("indices", prim->indices, context->data->accessors);
CGLTF_WRITE_IDXPROP("material", prim->material, context->data->materials);
cgltf_write_line(context, "\"attributes\": {");
@@ -601,6 +655,16 @@ static void cgltf_write_material(cgltf_write_context* context, const cgltf_mater
context->extension_flags |= CGLTF_EXTENSION_FLAG_MATERIALS_IRIDESCENCE;
}
if (material->has_anisotropy)
{
context->extension_flags |= CGLTF_EXTENSION_FLAG_MATERIALS_ANISOTROPY;
}
if (material->has_dispersion)
{
context->extension_flags |= CGLTF_EXTENSION_FLAG_MATERIALS_DISPERSION;
}
if (material->has_pbr_metallic_roughness)
{
const cgltf_pbr_metallic_roughness* params = &material->pbr_metallic_roughness;
@@ -613,11 +677,10 @@ static void cgltf_write_material(cgltf_write_context* context, const cgltf_mater
{
cgltf_write_floatarrayprop(context, "baseColorFactor", params->base_color_factor, 4);
}
cgltf_write_extras(context, &params->extras);
cgltf_write_line(context, "}");
}
if (material->unlit || material->has_pbr_specular_glossiness || material->has_clearcoat || material->has_ior || material->has_specular || material->has_transmission || material->has_sheen || material->has_volume || material->has_emissive_strength || material->has_iridescence)
if (material->unlit || material->has_pbr_specular_glossiness || material->has_clearcoat || material->has_ior || material->has_specular || material->has_transmission || material->has_sheen || material->has_volume || material->has_emissive_strength || material->has_iridescence || material->has_anisotropy || material->has_dispersion)
{
cgltf_write_line(context, "\"extensions\": {");
if (material->has_clearcoat)
@@ -626,7 +689,7 @@ static void cgltf_write_material(cgltf_write_context* context, const cgltf_mater
cgltf_write_line(context, "\"KHR_materials_clearcoat\": {");
CGLTF_WRITE_TEXTURE_INFO("clearcoatTexture", params->clearcoat_texture);
CGLTF_WRITE_TEXTURE_INFO("clearcoatRoughnessTexture", params->clearcoat_roughness_texture);
CGLTF_WRITE_TEXTURE_INFO("clearcoatNormalTexture", params->clearcoat_normal_texture);
CGLTF_WRITE_NORMAL_TEXTURE_INFO("clearcoatNormalTexture", params->clearcoat_normal_texture);
cgltf_write_floatprop(context, "clearcoatFactor", params->clearcoat_factor, 0.0f);
cgltf_write_floatprop(context, "clearcoatRoughnessFactor", params->clearcoat_roughness_factor, 0.0f);
cgltf_write_line(context, "}");
@@ -728,11 +791,27 @@ static void cgltf_write_material(cgltf_write_context* context, const cgltf_mater
CGLTF_WRITE_TEXTURE_INFO("iridescenceThicknessTexture", params->iridescence_thickness_texture);
cgltf_write_line(context, "}");
}
if (material->has_anisotropy)
{
cgltf_write_line(context, "\"KHR_materials_anisotropy\": {");
const cgltf_anisotropy* params = &material->anisotropy;
cgltf_write_floatprop(context, "anisotropyFactor", params->anisotropy_strength, 0.f);
cgltf_write_floatprop(context, "anisotropyRotation", params->anisotropy_rotation, 0.f);
CGLTF_WRITE_TEXTURE_INFO("anisotropyTexture", params->anisotropy_texture);
cgltf_write_line(context, "}");
}
if (material->has_dispersion)
{
cgltf_write_line(context, "\"KHR_materials_dispersion\": {");
const cgltf_dispersion* params = &material->dispersion;
cgltf_write_floatprop(context, "dispersion", params->dispersion, 0.f);
cgltf_write_line(context, "}");
}
cgltf_write_line(context, "}");
}
CGLTF_WRITE_TEXTURE_INFO("normalTexture", material->normal_texture);
CGLTF_WRITE_TEXTURE_INFO("occlusionTexture", material->occlusion_texture);
CGLTF_WRITE_NORMAL_TEXTURE_INFO("normalTexture", material->normal_texture);
CGLTF_WRITE_OCCLUSION_TEXTURE_INFO("occlusionTexture", material->occlusion_texture);
CGLTF_WRITE_TEXTURE_INFO("emissiveTexture", material->emissive_texture);
if (cgltf_check_floatarray(material->emissive_factor, 3, 0.0f))
{
@@ -938,7 +1017,6 @@ static void cgltf_write_node(cgltf_write_context* context, const cgltf_node* nod
cgltf_write_line(context, "\"EXT_mesh_gpu_instancing\": {");
{
CGLTF_WRITE_IDXPROP("bufferView", node->mesh_gpu_instancing.buffer_view, context->data->buffer_views);
cgltf_write_line(context, "\"attributes\": {");
{
for (cgltf_size i = 0; i < node->mesh_gpu_instancing.attributes_count; ++i)
@@ -1005,14 +1083,11 @@ static void cgltf_write_accessor(cgltf_write_context* context, const cgltf_acces
cgltf_write_sizeprop(context, "byteOffset", (int)accessor->sparse.indices_byte_offset, 0);
CGLTF_WRITE_IDXPROP("bufferView", accessor->sparse.indices_buffer_view, context->data->buffer_views);
cgltf_write_intprop(context, "componentType", cgltf_int_from_component_type(accessor->sparse.indices_component_type), 0);
cgltf_write_extras(context, &accessor->sparse.indices_extras);
cgltf_write_line(context, "}");
cgltf_write_line(context, "\"values\": {");
cgltf_write_sizeprop(context, "byteOffset", (int)accessor->sparse.values_byte_offset, 0);
CGLTF_WRITE_IDXPROP("bufferView", accessor->sparse.values_buffer_view, context->data->buffer_views);
cgltf_write_extras(context, &accessor->sparse.values_extras);
cgltf_write_line(context, "}");
cgltf_write_extras(context, &accessor->sparse.extras);
cgltf_write_line(context, "}");
}
cgltf_write_extras(context, &accessor->extras);
@@ -1084,6 +1159,7 @@ static void cgltf_write_light(cgltf_write_context* context, const cgltf_light* l
cgltf_write_floatprop(context, "outerConeAngle", light->spot_outer_cone_angle, 3.14159265358979323846f/4.0f);
cgltf_write_line(context, "}");
}
cgltf_write_extras( context, &light->extras );
cgltf_write_line(context, "}");
}
@@ -1097,6 +1173,47 @@ static void cgltf_write_variant(cgltf_write_context* context, const cgltf_materi
cgltf_write_line(context, "}");
}
static void cgltf_write_glb(FILE* file, const void* json_buf, const cgltf_size json_size, const void* bin_buf, const cgltf_size bin_size)
{
char header[GlbHeaderSize];
char chunk_header[GlbChunkHeaderSize];
char json_pad[3] = { 0x20, 0x20, 0x20 };
char bin_pad[3] = { 0, 0, 0 };
cgltf_size json_padsize = (json_size % 4 != 0) ? 4 - json_size % 4 : 0;
cgltf_size bin_padsize = (bin_size % 4 != 0) ? 4 - bin_size % 4 : 0;
cgltf_size total_size = GlbHeaderSize + GlbChunkHeaderSize + json_size + json_padsize;
if (bin_buf != NULL && bin_size > 0) {
total_size += GlbChunkHeaderSize + bin_size + bin_padsize;
}
// Write a GLB header
memcpy(header, &GlbMagic, 4);
memcpy(header + 4, &GlbVersion, 4);
memcpy(header + 8, &total_size, 4);
fwrite(header, 1, GlbHeaderSize, file);
// Write a JSON chunk (header & data)
uint32_t json_chunk_size = (uint32_t)(json_size + json_padsize);
memcpy(chunk_header, &json_chunk_size, 4);
memcpy(chunk_header + 4, &GlbMagicJsonChunk, 4);
fwrite(chunk_header, 1, GlbChunkHeaderSize, file);
fwrite(json_buf, 1, json_size, file);
fwrite(json_pad, 1, json_padsize, file);
if (bin_buf != NULL && bin_size > 0) {
// Write a binary chunk (header & data)
uint32_t bin_chunk_size = (uint32_t)(bin_size + bin_padsize);
memcpy(chunk_header, &bin_chunk_size, 4);
memcpy(chunk_header + 4, &GlbMagicBinChunk, 4);
fwrite(chunk_header, 1, GlbChunkHeaderSize, file);
fwrite(bin_buf, 1, bin_size, file);
fwrite(bin_pad, 1, bin_padsize, file);
}
}
cgltf_result cgltf_write_file(const cgltf_options* options, const char* path, const cgltf_data* data)
{
cgltf_size expected = cgltf_write(options, NULL, 0, data);
@@ -1105,13 +1222,18 @@ cgltf_result cgltf_write_file(const cgltf_options* options, const char* path, co
if (expected != actual) {
fprintf(stderr, "Error: expected %zu bytes but wrote %zu bytes.\n", expected, actual);
}
FILE* file = fopen(path, "wt");
FILE* file = fopen(path, "wb");
if (!file)
{
return cgltf_result_file_not_found;
}
// Note that cgltf_write() includes a null terminator, which we omit from the file content.
fwrite(buffer, actual - 1, 1, file);
if (options->type == cgltf_file_type_glb) {
cgltf_write_glb(file, buffer, actual - 1, data->bin, data->bin_size);
} else {
// Write a plain JSON file.
fwrite(buffer, actual - 1, 1, file);
}
fclose(file);
free(buffer);
return cgltf_result_success;
@@ -1164,9 +1286,15 @@ static void cgltf_write_extensions(cgltf_write_context* context, uint32_t extens
if (extension_flags & CGLTF_EXTENSION_FLAG_MATERIALS_IRIDESCENCE) {
cgltf_write_stritem(context, "KHR_materials_iridescence");
}
if (extension_flags & CGLTF_EXTENSION_FLAG_MATERIALS_ANISOTROPY) {
cgltf_write_stritem(context, "KHR_materials_anisotropy");
}
if (extension_flags & CGLTF_EXTENSION_FLAG_MESH_GPU_INSTANCING) {
cgltf_write_stritem(context, "EXT_mesh_gpu_instancing");
}
if (extension_flags & CGLTF_EXTENSION_FLAG_MATERIALS_DISPERSION) {
cgltf_write_stritem(context, "KHR_materials_dispersion");
}
}
cgltf_size cgltf_write(const cgltf_options* options, char* buffer, cgltf_size size, const cgltf_data* data)
+13
View File
@@ -41,6 +41,19 @@ else()
endif()
install( TARGETS ${EXE_NAME} RUNTIME DESTINATION bin )
set( EXE_NAME test_write_glb )
add_executable( ${EXE_NAME} test_write_glb.cpp )
set_property( TARGET ${EXE_NAME} PROPERTY CXX_STANDARD 11 )
if(MSVC)
target_compile_options(${EXE_NAME} PRIVATE /W4 /WX)
add_definitions( -D_CRT_SECURE_NO_WARNINGS)
else()
target_compile_options(${EXE_NAME} PRIVATE -Wall -Wextra -pedantic -Werror)
target_compile_options(${EXE_NAME} PUBLIC -fsanitize=address)
target_link_options(${EXE_NAME} PUBLIC -fsanitize=address)
endif()
install( TARGETS ${EXE_NAME} RUNTIME DESTINATION bin )
set( EXE_NAME test_math )
add_executable( ${EXE_NAME} test_math.cpp )
set_property( TARGET ${EXE_NAME} PROPERTY CXX_STANDARD 11 )
+2 -1
View File
@@ -52,13 +52,14 @@ if __name__ == "__main__":
f = open(".git/info/sparse-checkout", "w+")
f.write("2.0/*\n")
f.close()
os.system("git pull --depth=1 origin master")
os.system("git pull --depth=1 origin main")
os.chdir("..")
collect_files("glTF-Sample-Models/2.0/", ".glb", "cgltf_test")
collect_files("glTF-Sample-Models/2.0/", ".gltf", "cgltf_test")
collect_files("glTF-Sample-Models/2.0/", ".glb", "test_conversion")
collect_files("glTF-Sample-Models/2.0/", ".gltf", "test_conversion")
collect_files("glTF-Sample-Models/2.0/", ".gltf", "test_write")
collect_files("glTF-Sample-Models/2.0/", ".glb", "test_write_glb")
result = os.system(get_executable_path("test_math"))
if result != 0:
+7 -5
View File
@@ -26,11 +26,13 @@ int main(int argc, char** argv)
if (result == cgltf_result_success)
result = cgltf_load_buffers(&options, data, argv[1]);
if (strstr(argv[1], "Draco"))
{
cgltf_free(data);
return 0;
}
// Skip files that use mesh compression since they require extra code to decompress accessor data
for (size_t i = 0; i < data->extensions_used_count; ++i)
if (strcmp(data->extensions_used[i], "KHR_draco_mesh_compression") == 0 || strcmp(data->extensions_used[i], "EXT_meshopt_compression") == 0)
{
cgltf_free(data);
return 0;
}
if (result != cgltf_result_success)
return result;
+58
View File
@@ -0,0 +1,58 @@
#define CGLTF_IMPLEMENTATION
#define CGLTF_WRITE_IMPLEMENTATION
#include "../cgltf_write.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <limits>
#include <string.h>
int main(int argc, char** argv)
{
if (argc < 2)
{
printf("err\n");
return -1;
}
cgltf_options options = {};
cgltf_data* data0 = NULL;
cgltf_result result = cgltf_parse_file(&options, argv[1], &data0);
// Silently skip over files that are unreadable since this is a writing test.
if (result != cgltf_result_success)
{
return cgltf_result_success;
}
options.type = cgltf_file_type_glb; // Write back in a GLB format
result = cgltf_write_file(&options, "out.glb", data0);
if (result != cgltf_result_success)
{
return result;
}
cgltf_data* data1 = NULL;
result = cgltf_parse_file(&options, "out.glb", &data1);
if (result != cgltf_result_success)
{
return result;
}
if (data0->meshes_count != data1->meshes_count) {
return -1;
}
// Compare binary buffers
if (data0->bin_size != data1->bin_size) {
return -1;
}
if (memcmp(data0->bin, data1->bin, data0->bin_size) != 0) {
return -1;
}
cgltf_free(data1);
cgltf_free(data0);
return cgltf_result_success;
}
+8 -2
View File
@@ -1,6 +1,12 @@
# See http://editorconfig.org to read about the EditorConfig format.
# - Automatically supported by VS2017+ and most common IDE or text editors.
# - For older VS2010 to VS2015, install https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
# - In theory automatically supported by VS2017+ and most common IDE or text editors.
# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :(
# - Suggest installing this to trim whitespaces:
# GitHub https://github.com/madskristensen/TrailingWhitespace
# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64
# (in spite of its name doesn't only visualize but also trims)
# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
# top-most EditorConfig file
root = true
+1
View File
@@ -0,0 +1 @@
custom: ['https://github.com/ocornut/imgui/wiki/Funding']
+1
View File
@@ -0,0 +1 @@
blank_issues_enabled: false
@@ -0,0 +1,90 @@
name: "Ask a question, report a bug, request a feature, etc."
description: "Ask any question, discuss best practices, report a bug, request a feature."
body:
- type: markdown
attributes:
value: |
FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
For anything else: we are happy to use 'GitHub Issues' for many types of open-ended questions. We are encouraging 'Issues' becoming a large, centralized and cross-referenced database of Dear ImGui contents.
Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
- type: markdown
attributes:
value: |
**Prerequisites:**
- I have read [Frequently Asked Questions](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
- I have read [Contributing Guidelines -> General Advices](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#getting-started--general-advice).
- I have read [Contributing Guidelines -> How to open an Issue](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#how-to-open-an-issue).
- I have searched [Github Issues and PR](https://github.com/ocornut/imgui/issues?q=) for discussion of similar topics.
----
- type: input
id: specs_version
attributes:
label: "Version/Branch of Dear ImGui:"
description: "(please specify if you have made substantial modifications to your copy)"
value: "Version 1.XX, Branch: XXX (master/docking/etc.)"
placeholder: "Version 1.XX, Branch: XXX (master/docking/etc.)"
validations:
required: true
- type: input
id: specs_backend
attributes:
label: "Back-ends:"
description: (or specify when using custom engine/back-ends)
value: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp"
placeholder: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp or n/a"
validations:
required: true
- type: input
id: specs_compiler_os
attributes:
label: "Compiler, OS:"
placeholder: "e.g. Windows 11 + MSVC 2022, macOS + Clang 12, Linux + GCC etc."
validations:
required: true
- type: textarea
id: specs_full
attributes:
label: "Full config/build information:"
placeholder: |
(If you can run, you may go to 'Demo->Tools->About Dear ImGui->Config/Build Info' to obtain detailed information that you can paste here)
validations:
required: false
- type: textarea
id: issue_description
attributes:
label: "Details:"
description: "Try to be explicit with your goals, your expectations and what you have tried. Be mindful of [The XY Problem](https://xyproblem.info). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried. If you are reporting a bug, explain what's the bug, how does it occur, etc. If you are reporting a crash, please include a debugger callstack."
value: |
**My Issue/Question:**
XXX _(please provide as much context as possible)_
validations:
required: true
- type: textarea
id: screenshots
attributes:
label: "Screenshots/Video:"
description: "Attach screenshots or gif/videos to clarify the context. They often convey useful information that is omitted by the description."
placeholder: "(You can drag files here)"
validations:
required: false
- type: textarea
id: repro_code
attributes:
label: "Minimal, Complete and Verifiable Example code:"
description: "Provide an [MCVE](https://stackoverflow.com/help/mcve) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/*/main.cpp) or the demo (imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it. Please test your shortened code to ensure it exhibits the problem. Often while creating the MCVE you will solve the problem! Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time."
value: |
```cpp
// Here's some code anyone can copy and paste to reproduce your issue
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();
```
validations:
required: false
- type: markdown
attributes:
value: |
Thank you for taking the time to read prerequisites, filling this template and double-checking your message and your code!
-46
View File
@@ -1,46 +0,0 @@
(Click "Preview" above ^ to turn URL into clickable links)
1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
2. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261)
3. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org).
4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
5. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
6. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
Thank you!
----
_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
**Version/Branch of Dear ImGui:**
Version: XXX
Branch: XXX _(master/viewport/docking/etc.)_
**Back-end/Renderer/Compiler/OS**
Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
Compiler: XXX _(if the question is related to building or platform specific features)_
Operating System: XXX
**My Issue/Question:**
XXX _(please provide as much context as possible)_
**Screenshots/Video**
XXX _(you can drag files here)_
**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
```
// Here's some code anyone can copy and paste to reproduce your issue
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();
```
+3 -3
View File
@@ -1,6 +1,6 @@
(Click "Preview" to turn any http URL into a clickable link)
PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md)
2. Clear this template before submitting your PR.
(Clear this template before submitting your PR)
+280 -206
View File
@@ -1,10 +1,18 @@
name: build
on:
push: {}
pull_request: {}
schedule:
- cron: '0 9 * * *'
push:
pull_request:
workflow_run:
# Use a workflow as a trigger of scheduled builds. Forked repositories can disable scheduled builds by disabling
# "scheduled" workflow, while maintaining ability to perform local CI builds.
workflows:
- scheduled
branches:
- master
- docking
types:
- requested
jobs:
Windows:
@@ -12,66 +20,36 @@ jobs:
env:
VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\
MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
# Until gh-actions allow us to use env variables inside other env variables (because we need %GITHUB_WORKSPACE%) we have to use relative path to imgui/examples/example_name directory.
SDL2_DIR: ..\..\SDL2-devel-2.0.10-VC\SDL2-2.0.10\
VULKAN_SDK: ..\..\vulkan-sdk-1.1.121.2\
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- uses: actions/checkout@v4
- name: Install Dependencies
shell: powershell
run: |
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip"
Expand-Archive -Path SDL2-devel-2.0.10-VC.zip
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.26.3-VC.zip" -OutFile "SDL2-devel-2.26.3-VC.zip"
Expand-Archive -Path SDL2-devel-2.26.3-VC.zip
echo "SDL2_DIR=$(pwd)\SDL2-devel-2.26.3-VC\SDL2-2.26.3\" >>${env:GITHUB_ENV}
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
echo "VULKAN_SDK=$(pwd)\vulkan-sdk-1.1.121.2\" >>${env:GITHUB_ENV}
- name: Fix Projects
shell: powershell
run: |
# WARNING: This will need updating if toolset/sdk change in project files!
# CI workers do not supporter older Visual Studio versions. Fix projects to target newer available version.
gci -recurse -filter "*.vcxproj" | ForEach-Object {
# Fix SDK and toolset for most samples.
(Get-Content $_.FullName) -Replace "<PlatformToolset>v110</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
# Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12.
(Get-Content $_.FullName) -Replace "<PlatformToolset>v140</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
(Get-Content $_.FullName) -Replace "<PlatformToolset>v\d{3}</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>[\d\.]+</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
}
# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
- name: Build example_null (extra warnings, mingw 64-bit)
run: mingw32-make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, msvc 64-bit)
shell: cmd
run: |
cd examples\example_null
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64 && .\build_win32.bat /W4
- name: Build example_null (single file build)
- name: Build example_null (mingw 64-bit, as DLL)
shell: bash
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS)
shell: bash
run: |
echo '#define IMGUI_DISABLE_WIN32_FUNCTIONS' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
- name: Build example_null (as DLL)
shell: cmd
run: |
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64
echo '#ifdef _EXPORT' > example_single_file.cpp
echo '# define IMGUI_API __declspec(dllexport)' >> example_single_file.cpp
echo '#else' >> example_single_file.cpp
@@ -79,6 +57,55 @@ jobs:
echo '#endif' >> example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -D_EXPORT -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32
g++ -I. -Wall -Wformat -o example_null.exe examples/example_null/main.cpp -L. -limgui
rm -f example_null.exe libimgui.* example_single_file.*
- name: Build example_null (extra warnings, msvc 64-bit)
shell: cmd
run: |
cd examples\example_null
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
.\build_win32.bat /W4
- name: Build example_null (single file build)
shell: bash
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
- name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS)
shell: bash
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_WIN32_FUNCTIONS
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
- name: Build example_null (as DLL)
shell: cmd
run: |
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
echo #ifdef _EXPORT > example_single_file.cpp
echo # define IMGUI_API __declspec(dllexport) >> example_single_file.cpp
echo #else >> example_single_file.cpp
echo # define IMGUI_API __declspec(dllimport) >> example_single_file.cpp
echo #endif >> example_single_file.cpp
echo #define IMGUI_IMPLEMENTATION >> example_single_file.cpp
echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp
cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link
cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
@@ -89,31 +116,31 @@ jobs:
- name: Build Win32 example_glfw_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_glfw_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl_vulkan
- name: Build Win32 example_sdl2_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl_opengl2
- name: Build Win32 example_sdl2_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl_opengl3
- name: Build Win32 example_sdl2_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_sdl_directx11
- name: Build Win32 example_sdl2_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_win32_directx9
shell: cmd
@@ -126,12 +153,12 @@ jobs:
- name: Build Win32 example_win32_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
if: github.event_name == 'workflow_run'
- name: Build x64 example_glfw_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
if: github.event_name == 'workflow_run'
- name: Build x64 example_glfw_opengl3
shell: cmd
@@ -141,55 +168,53 @@ jobs:
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_sdl_vulkan
- name: Build x64 example_sdl2_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl_opengl2
- name: Build x64 example_sdl2_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl_opengl3
- name: Build x64 example_sdl2_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl_directx11
- name: Build x64 example_sdl2_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_win32_directx9
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx10
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx12
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux:
runs-on: ubuntu-18.04
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- uses: actions/checkout@v4
- name: Install Dependencies
run: |
sudo apt-get update
sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib libfreetype6-dev
sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib libfreetype6-dev libvulkan-dev
- name: Build example_null (extra warnings, gcc 32-bit)
run: |
@@ -211,6 +236,18 @@ jobs:
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m64 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, empty IM_ASSERT)
run: |
cat > example_single_file.cpp <<'EOF'
#define IM_ASSERT(x)
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -Wextra -Werror -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros -Wno-empty-body -o example_single_file example_single_file.cpp
- name: Build example_null (freetype)
run: |
make -C examples/example_null clean
@@ -218,146 +255,203 @@ jobs:
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with ImWchar32)
run: |
echo '#define IMGUI_USE_WCHAR32' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
- name: Build example_null (with large ImDrawIdx)
#define IMGUI_USE_WCHAR32
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with large ImDrawIdx + pointer ImTextureID)
run: |
echo '#define ImDrawIdx unsigned int' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define ImTextureID void*
#define ImDrawIdx unsigned int
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
run: |
echo '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_METRICS_WINDOW)
#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_KEYIO)
run: |
echo '#define IMGUI_DISABLE_DEMO_WINDOWS' > example_single_file.cpp
echo '#define IMGUI_DISABLE_METRICS_WINDOW' >> example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_OBSOLETE_KEYIO
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_DEMO_WINDOWS
#define IMGUI_DISABLE_DEBUG_TOOLS
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS)
run: |
echo '#define IMGUI_DISABLE_FILE_FUNCTIONS' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_FILE_FUNCTIONS
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR)
run: |
echo '#define IMGUI_USE_BGRA_PACKED_COLOR' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_USE_BGRA_PACKED_COLOR
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA)
run: |
echo 'struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };' > example_single_file.cpp
echo 'struct MyVec4 { float x; float y; float z; float w;' >> example_single_file.cpp
echo 'MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };' >> example_single_file.cpp
echo '#define IM_VEC2_CLASS_EXTRA \' >> example_single_file.cpp
echo ' ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \' >> example_single_file.cpp
echo ' operator MyVec2() const { return MyVec2(x, y); }' >> example_single_file.cpp
echo '#define IM_VEC4_CLASS_EXTRA \' >> example_single_file.cpp
echo ' ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \' >> example_single_file.cpp
echo ' operator MyVec4() const { return MyVec4(x, y, z, w); }' >> example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };
struct MyVec4 { float x; float y; float z; float w;
MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
operator MyVec2() const { return MyVec2(x, y); }
#define IM_VEC4_CLASS_EXTRA \
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
operator MyVec4() const { return MyVec4(x, y, z, w); }
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime, Clang)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#define IMGUI_DISABLE_DEMO_WINDOWS' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
clang++ -I. -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#define IMGUI_DISABLE_DEMO_WINDOWS
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
- name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3
if: github.event_name == 'schedule'
if: github.event_name == 'workflow_run'
- name: Build example_sdl_opengl2
run: make -C examples/example_sdl_opengl2
if: github.event_name == 'schedule'
- name: Build example_sdl2_opengl2
run: make -C examples/example_sdl2_opengl2
if: github.event_name == 'workflow_run'
- name: Build example_sdl_opengl3
run: make -C examples/example_sdl_opengl3
- name: Build example_sdl2_opengl3
run: make -C examples/example_sdl2_opengl3
- name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES
run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
MacOS:
runs-on: macOS-latest
runs-on: macos-latest
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- uses: actions/checkout@v4
- name: Install Dependencies
run: |
brew install glfw3
brew install sdl2
brew install glfw3 sdl2
- name: Build example_null (extra warnings, clang 64-bit)
run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
clang++ -I. -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
- name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3
if: github.event_name == 'schedule'
if: github.event_name == 'workflow_run'
- name: Build example_glfw_metal
run: make -C examples/example_glfw_metal
- name: Build example_sdl_metal
run: make -C examples/example_sdl_metal
- name: Build example_sdl2_metal
run: make -C examples/example_sdl2_metal
- name: Build example_sdl_opengl2
run: make -C examples/example_sdl_opengl2
if: github.event_name == 'schedule'
- name: Build example_sdl2_opengl2
run: make -C examples/example_sdl2_opengl2
if: github.event_name == 'workflow_run'
- name: Build example_sdl_opengl3
run: make -C examples/example_sdl_opengl3
- name: Build example_sdl2_opengl3
run: make -C examples/example_sdl2_opengl3
- name: Build example_apple_metal
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
@@ -366,11 +460,9 @@ jobs:
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
iOS:
runs-on: macOS-latest
runs-on: macos-latest
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- uses: actions/checkout@v4
- name: Build example_apple_metal
run: |
@@ -378,56 +470,38 @@ jobs:
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
Emscripten:
runs-on: ubuntu-18.04
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- uses: actions/checkout@v4
- name: Install Dependencies
run: |
wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz
tar -xvf master.tar.gz
emsdk-master/emsdk update
emsdk-master/emsdk install latest-fastcomp
emsdk-master/emsdk activate latest-fastcomp
emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest
- name: Build example_emscripten
- name: Build example_sdl2_opengl3 with Emscripten
run: |
source emsdk-master/emsdk_env.sh
make -C examples/example_emscripten
pushd emsdk-master
source ./emsdk_env.sh
popd
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
Static-Analysis:
runs-on: ubuntu-18.04
- name: Build example_glfw_wgpu
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
make -C examples/example_glfw_wgpu -f Makefile.emscripten
Android:
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- uses: actions/checkout@v4
- name: Install Dependencies
env:
PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
run: |
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
then
echo "$PVS_STUDIO_LICENSE" > pvs-studio.lic
wget -q https://files.viva64.com/etc/pubkey.txt
sudo apt-key add pubkey.txt
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
sudo apt-get update
sudo apt-get install -y pvs-studio
fi
- name: PVS-Studio static analysis
run: |
if [[ ! -f pvs-studio.lic ]];
then
echo "PVS Studio license is missing. No analysis will be performed."
echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license."
echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/"
exit 0
fi
cd examples/example_null
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
plog-converter -a 'GA:1,2;OP:1' -t errorfile -w pvs-studio.log
- name: Build example_android_opengl3
run: |
cd examples/example_android_opengl3/android
gradle assembleDebug --stacktrace
+15
View File
@@ -0,0 +1,15 @@
#
# This is a dummy workflow used to trigger scheduled builds. Forked repositories most likely should disable this
# workflow to avoid daily builds of inactive repositories.
#
name: scheduled
on:
schedule:
- cron: '0 9 * * *'
jobs:
scheduled:
runs-on: ubuntu-latest
steps:
- run: exit 0
+46
View File
@@ -0,0 +1,46 @@
name: static-analysis
on:
workflow_run:
# Perform static analysis together with build workflow. Build triggers of "build" workflow do not need to be repeated here.
workflows:
- build
types:
- requested
jobs:
PVS-Studio:
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 1
- name: Install Dependencies
env:
# The Secret variable setup in GitHub must be in format: "name_or_email key", on a single line
PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
run: |
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
then
wget -q https://files.viva64.com/etc/pubkey.txt
sudo apt-key add pubkey.txt
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
sudo apt-get update
sudo apt-get install -y pvs-studio
pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE
fi
- name: PVS-Studio static analysis
run: |
if [[ ! -f pvs-studio.lic ]];
then
echo "PVS Studio license is missing. No analysis will be performed."
echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license."
echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/"
exit 0
fi
cd examples/example_null
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log
+16 -4
View File
@@ -3,12 +3,12 @@
## Dear ImGui artifacts
imgui.ini
imgui*.ini
## General build artifacts
*.o
*.obj
*.exe
examples/build/*
examples/*/Debug/*
examples/*/Release/*
examples/*/x64/*
@@ -26,6 +26,12 @@ ipch
*.VC.db
*.VC.VC.opendb
## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update
JSON/
## Commonly used CMake directories
build*/
## Xcode artifacts
project.xcworkspace
xcuserdata
@@ -34,16 +40,22 @@ xcuserdata
examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
examples/example_emscripten/example_emscripten.*
examples/example_glfw_opengl3/web/*
examples/example_glfw_wgpu/web/*
examples/example_glfw_wgpu/external/*
examples/example_sdl2_opengl3/web/*
## JetBrains IDE artifacts
.idea
cmake-build-*
## Unix executables from our example Makefiles
examples/example_glfw_metal/example_glfw_metal
examples/example_glfw_opengl2/example_glfw_opengl2
examples/example_glfw_opengl3/example_glfw_opengl3
examples/example_glut_opengl2/example_glut_opengl2
examples/example_null/example_null
examples/example_sdl_opengl2/example_sdl_opengl2
examples/example_sdl_opengl3/example_sdl_opengl3
examples/example_sdl2_metal/example_sdl2_metal
examples/example_sdl2_opengl2/example_sdl2_opengl2
examples/example_sdl2_opengl3/example_sdl2_opengl3
examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer
+1 -1
View File
@@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2021 Omar Cornut
Copyright (c) 2014-2024 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
+228 -90
View File
@@ -3,20 +3,31 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually.
// [ ] Platform: Missing gamepad support.
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-08: Renderer: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@@ -30,6 +41,7 @@
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend.
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
@@ -38,10 +50,11 @@
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_allegro5.h"
#include <stdint.h> // uint64_t
#include <cstring> // memcpy
#include "imgui.h"
#include "imgui_impl_allegro5.h"
// Allegro
#include <allegro5/allegro.h>
@@ -49,13 +62,27 @@
#ifdef _WIN32
#include <allegro5/allegro_windows.h>
#endif
#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
#define ALLEGRO_HAS_CLIPBOARD ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#endif
struct ImDrawVertAllegro
{
ImVec2 pos;
ImVec2 uv;
ALLEGRO_COLOR col;
};
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
// FIXME-OPT: Consider inlining al_map_rgba()?
// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554
// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h
#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); }
// Allegro Data
struct ImGui_ImplAllegro5_Data
{
@@ -66,20 +93,16 @@ struct ImGui_ImplAllegro5_Data
ALLEGRO_VERTEX_DECL* VertexDecl;
char* ClipboardTextData;
ImGui_ImplAllegro5_Data() { memset(this, 0, sizeof(*this)); }
ImVector<ImDrawVertAllegro> BufVertices;
ImVector<int> BufIndices;
ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; }
struct ImDrawVertAllegro
{
ImVec2 pos;
ImVec2 uv;
ALLEGRO_COLOR col;
};
static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; }
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
{
@@ -125,35 +148,40 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
static ImVector<ImDrawVertAllegro> vertices;
vertices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices;
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
vertices.resize(cmd_list->VtxBuffer.Size);
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
{
const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
const ImDrawVert* src_v = &cmd_list->VtxBuffer[i];
ImDrawVertAllegro* dst_v = &vertices[i];
dst_v->pos = src_v->pos;
dst_v->uv = src_v->uv;
unsigned char* c = (unsigned char*)&src_v->col;
dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]);
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
}
const int* indices = NULL;
const int* indices = nullptr;
if (sizeof(ImDrawIdx) == 2)
{
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
// FIXME-OPT: Allegro doesn't support 16-bit indices.
// You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
static ImVector<int> indices_converted;
indices_converted.resize(cmd_list->IdxBuffer.Size);
bd->BufIndices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i];
indices = indices_converted.Data;
bd->BufIndices[i] = (int)cmd_list->IdxBuffer.Data[i];
indices = bd->BufIndices.Data;
}
else if (sizeof(ImDrawIdx) == 4)
{
indices = (const int*)cmd_list->IdxBuffer.Data;
}
#else
// Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
vertices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
{
const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
ImDrawVertAllegro* dst_v = &vertices[i];
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
}
#endif
// Render command lists
ImVec2 clip_off = draw_data->DisplayPos;
@@ -180,7 +208,11 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// Apply scissor/clipping rectangle, Draw
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
#else
al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
#endif
}
}
}
@@ -202,6 +234,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
int flags = al_get_new_bitmap_flags();
int fmt = al_get_new_bitmap_format();
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
@@ -228,7 +261,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
return false;
// Store our identifier
io.Fonts->SetTexID((void*)cloned_img);
io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img);
bd->Texture = cloned_img;
// Create an invisible mouse cursor
@@ -246,14 +279,14 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects()
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->Texture)
{
io.Fonts->SetTexID(NULL);
io.Fonts->SetTexID(0);
al_destroy_bitmap(bd->Texture);
bd->Texture = NULL;
bd->Texture = nullptr;
}
if (bd->MouseCursorInvisible)
{
al_destroy_mouse_cursor(bd->MouseCursorInvisible);
bd->MouseCursorInvisible = NULL;
bd->MouseCursorInvisible = nullptr;
}
}
@@ -274,10 +307,124 @@ static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
}
#endif
static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
{
switch (key_code)
{
case ALLEGRO_KEY_TAB: return ImGuiKey_Tab;
case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow;
case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow;
case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow;
case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow;
case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp;
case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown;
case ALLEGRO_KEY_HOME: return ImGuiKey_Home;
case ALLEGRO_KEY_END: return ImGuiKey_End;
case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert;
case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete;
case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace;
case ALLEGRO_KEY_SPACE: return ImGuiKey_Space;
case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter;
case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape;
case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe;
case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma;
case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus;
case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period;
case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash;
case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon;
case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal;
case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket;
case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash;
case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket;
case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent;
case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock;
case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock;
case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock;
case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen;
case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause;
case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0;
case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1;
case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2;
case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3;
case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4;
case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5;
case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6;
case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7;
case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8;
case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9;
case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal;
case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide;
case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply;
case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract;
case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd;
case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter;
case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual;
case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl;
case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift;
case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt;
case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper;
case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl;
case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift;
case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt;
case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper;
case ALLEGRO_KEY_MENU: return ImGuiKey_Menu;
case ALLEGRO_KEY_0: return ImGuiKey_0;
case ALLEGRO_KEY_1: return ImGuiKey_1;
case ALLEGRO_KEY_2: return ImGuiKey_2;
case ALLEGRO_KEY_3: return ImGuiKey_3;
case ALLEGRO_KEY_4: return ImGuiKey_4;
case ALLEGRO_KEY_5: return ImGuiKey_5;
case ALLEGRO_KEY_6: return ImGuiKey_6;
case ALLEGRO_KEY_7: return ImGuiKey_7;
case ALLEGRO_KEY_8: return ImGuiKey_8;
case ALLEGRO_KEY_9: return ImGuiKey_9;
case ALLEGRO_KEY_A: return ImGuiKey_A;
case ALLEGRO_KEY_B: return ImGuiKey_B;
case ALLEGRO_KEY_C: return ImGuiKey_C;
case ALLEGRO_KEY_D: return ImGuiKey_D;
case ALLEGRO_KEY_E: return ImGuiKey_E;
case ALLEGRO_KEY_F: return ImGuiKey_F;
case ALLEGRO_KEY_G: return ImGuiKey_G;
case ALLEGRO_KEY_H: return ImGuiKey_H;
case ALLEGRO_KEY_I: return ImGuiKey_I;
case ALLEGRO_KEY_J: return ImGuiKey_J;
case ALLEGRO_KEY_K: return ImGuiKey_K;
case ALLEGRO_KEY_L: return ImGuiKey_L;
case ALLEGRO_KEY_M: return ImGuiKey_M;
case ALLEGRO_KEY_N: return ImGuiKey_N;
case ALLEGRO_KEY_O: return ImGuiKey_O;
case ALLEGRO_KEY_P: return ImGuiKey_P;
case ALLEGRO_KEY_Q: return ImGuiKey_Q;
case ALLEGRO_KEY_R: return ImGuiKey_R;
case ALLEGRO_KEY_S: return ImGuiKey_S;
case ALLEGRO_KEY_T: return ImGuiKey_T;
case ALLEGRO_KEY_U: return ImGuiKey_U;
case ALLEGRO_KEY_V: return ImGuiKey_V;
case ALLEGRO_KEY_W: return ImGuiKey_W;
case ALLEGRO_KEY_X: return ImGuiKey_X;
case ALLEGRO_KEY_Y: return ImGuiKey_Y;
case ALLEGRO_KEY_Z: return ImGuiKey_Z;
case ALLEGRO_KEY_F1: return ImGuiKey_F1;
case ALLEGRO_KEY_F2: return ImGuiKey_F2;
case ALLEGRO_KEY_F3: return ImGuiKey_F3;
case ALLEGRO_KEY_F4: return ImGuiKey_F4;
case ALLEGRO_KEY_F5: return ImGuiKey_F5;
case ALLEGRO_KEY_F6: return ImGuiKey_F6;
case ALLEGRO_KEY_F7: return ImGuiKey_F7;
case ALLEGRO_KEY_F8: return ImGuiKey_F8;
case ALLEGRO_KEY_F9: return ImGuiKey_F9;
case ALLEGRO_KEY_F10: return ImGuiKey_F10;
case ALLEGRO_KEY_F11: return ImGuiKey_F11;
case ALLEGRO_KEY_F12: return ImGuiKey_F12;
default: return ImGuiKey_None;
}
}
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Setup backend capabilities flags
ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
@@ -292,41 +439,17 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] =
{
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
{ ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) },
{ ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) },
{ 0, 0, 0 }
};
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER;
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#if ALLEGRO_HAS_CLIPBOARD
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
io.ClipboardUserData = NULL;
io.ClipboardUserData = nullptr;
#endif
return true;
@@ -335,7 +458,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
void ImGui_ImplAllegro5_Shutdown()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_InvalidateDeviceObjects();
@@ -344,48 +467,61 @@ void ImGui_ImplAllegro5_Shutdown()
if (bd->ClipboardTextData)
al_free(bd->ClipboardTextData);
io.BackendPlatformUserData = NULL;
io.BackendPlatformName = io.BackendRendererName = NULL;
io.BackendPlatformName = io.BackendRendererName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors;
IM_DELETE(bd);
}
// ev->keyboard.modifiers seems always zero so using that...
static void ImGui_ImplAllegro5_UpdateKeyModifiers()
{
ImGuiIO& io = ImGui::GetIO();
ALLEGRO_KEYBOARD_STATE keys;
al_get_keyboard_state(&keys);
io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL));
io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT));
io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR));
io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN));
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (ev->type)
{
case ALLEGRO_EVENT_MOUSE_AXES:
if (ev->mouse.display == bd->Display)
{
io.MouseWheel += ev->mouse.dz;
io.MouseWheelH -= ev->mouse.dw;
io.MousePos = ImVec2(ev->mouse.x, ev->mouse.y);
io.AddMousePosEvent(ev->mouse.x, ev->mouse.y);
io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz);
}
return true;
case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
if (ev->mouse.display == bd->Display && ev->mouse.button <= 5)
io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5)
io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
return true;
case ALLEGRO_EVENT_TOUCH_MOVE:
if (ev->touch.display == bd->Display)
io.MousePos = ImVec2(ev->touch.x, ev->touch.y);
io.AddMousePosEvent(ev->touch.x, ev->touch.y);
return true;
case ALLEGRO_EVENT_TOUCH_BEGIN:
case ALLEGRO_EVENT_TOUCH_END:
case ALLEGRO_EVENT_TOUCH_CANCEL:
if (ev->touch.display == bd->Display && ev->touch.primary)
io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
return true;
case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
if (ev->mouse.display == bd->Display)
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
return true;
case ALLEGRO_EVENT_KEY_CHAR:
if (ev->keyboard.display == bd->Display)
@@ -395,7 +531,12 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
case ALLEGRO_EVENT_KEY_DOWN:
case ALLEGRO_EVENT_KEY_UP:
if (ev->keyboard.display == bd->Display)
io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
{
ImGui_ImplAllegro5_UpdateKeyModifiers();
ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode);
io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code)
}
return true;
case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
if (ev->display.source == bd->Display)
@@ -447,7 +588,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
void ImGui_ImplAllegro5_NewFrame()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAllegro5_Init()?");
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
if (!bd->Texture)
ImGui_ImplAllegro5_CreateDeviceObjects();
@@ -465,13 +606,10 @@ void ImGui_ImplAllegro5_NewFrame()
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
// Setup inputs
ALLEGRO_KEYBOARD_STATE keys;
al_get_keyboard_state(&keys);
io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
// Setup mouse cursor shape
ImGui_ImplAllegro5_UpdateMouseCursor();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
+10 -3
View File
@@ -3,19 +3,24 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
// You can 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
@@ -29,3 +34,5 @@ IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE
+180 -59
View File
@@ -2,29 +2,37 @@
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// You can 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-03-04: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_android.h"
#include <time.h>
#include <map>
#include <queue>
#include <android/native_window.h>
#include <android/input.h>
#include <android/keycodes.h>
@@ -34,9 +42,121 @@
static double g_Time = 0.0;
static ANativeWindow* g_Window;
static char g_LogTag[] = "ImGuiExample";
static std::map<int32_t, std::queue<int32_t>> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
{
switch (key_code)
{
case AKEYCODE_TAB: return ImGuiKey_Tab;
case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow;
case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow;
case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow;
case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow;
case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp;
case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown;
case AKEYCODE_MOVE_HOME: return ImGuiKey_Home;
case AKEYCODE_MOVE_END: return ImGuiKey_End;
case AKEYCODE_INSERT: return ImGuiKey_Insert;
case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete;
case AKEYCODE_DEL: return ImGuiKey_Backspace;
case AKEYCODE_SPACE: return ImGuiKey_Space;
case AKEYCODE_ENTER: return ImGuiKey_Enter;
case AKEYCODE_ESCAPE: return ImGuiKey_Escape;
case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
case AKEYCODE_COMMA: return ImGuiKey_Comma;
case AKEYCODE_MINUS: return ImGuiKey_Minus;
case AKEYCODE_PERIOD: return ImGuiKey_Period;
case AKEYCODE_SLASH: return ImGuiKey_Slash;
case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon;
case AKEYCODE_EQUALS: return ImGuiKey_Equal;
case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket;
case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash;
case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket;
case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent;
case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock;
case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock;
case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock;
case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen;
case AKEYCODE_BREAK: return ImGuiKey_Pause;
case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0;
case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1;
case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2;
case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3;
case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4;
case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5;
case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6;
case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7;
case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8;
case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9;
case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal;
case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide;
case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply;
case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract;
case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd;
case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter;
case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual;
case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl;
case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift;
case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt;
case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper;
case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl;
case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift;
case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt;
case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper;
case AKEYCODE_MENU: return ImGuiKey_Menu;
case AKEYCODE_0: return ImGuiKey_0;
case AKEYCODE_1: return ImGuiKey_1;
case AKEYCODE_2: return ImGuiKey_2;
case AKEYCODE_3: return ImGuiKey_3;
case AKEYCODE_4: return ImGuiKey_4;
case AKEYCODE_5: return ImGuiKey_5;
case AKEYCODE_6: return ImGuiKey_6;
case AKEYCODE_7: return ImGuiKey_7;
case AKEYCODE_8: return ImGuiKey_8;
case AKEYCODE_9: return ImGuiKey_9;
case AKEYCODE_A: return ImGuiKey_A;
case AKEYCODE_B: return ImGuiKey_B;
case AKEYCODE_C: return ImGuiKey_C;
case AKEYCODE_D: return ImGuiKey_D;
case AKEYCODE_E: return ImGuiKey_E;
case AKEYCODE_F: return ImGuiKey_F;
case AKEYCODE_G: return ImGuiKey_G;
case AKEYCODE_H: return ImGuiKey_H;
case AKEYCODE_I: return ImGuiKey_I;
case AKEYCODE_J: return ImGuiKey_J;
case AKEYCODE_K: return ImGuiKey_K;
case AKEYCODE_L: return ImGuiKey_L;
case AKEYCODE_M: return ImGuiKey_M;
case AKEYCODE_N: return ImGuiKey_N;
case AKEYCODE_O: return ImGuiKey_O;
case AKEYCODE_P: return ImGuiKey_P;
case AKEYCODE_Q: return ImGuiKey_Q;
case AKEYCODE_R: return ImGuiKey_R;
case AKEYCODE_S: return ImGuiKey_S;
case AKEYCODE_T: return ImGuiKey_T;
case AKEYCODE_U: return ImGuiKey_U;
case AKEYCODE_V: return ImGuiKey_V;
case AKEYCODE_W: return ImGuiKey_W;
case AKEYCODE_X: return ImGuiKey_X;
case AKEYCODE_Y: return ImGuiKey_Y;
case AKEYCODE_Z: return ImGuiKey_Z;
case AKEYCODE_F1: return ImGuiKey_F1;
case AKEYCODE_F2: return ImGuiKey_F2;
case AKEYCODE_F3: return ImGuiKey_F3;
case AKEYCODE_F4: return ImGuiKey_F4;
case AKEYCODE_F5: return ImGuiKey_F5;
case AKEYCODE_F6: return ImGuiKey_F6;
case AKEYCODE_F7: return ImGuiKey_F7;
case AKEYCODE_F8: return ImGuiKey_F8;
case AKEYCODE_F9: return ImGuiKey_F9;
case AKEYCODE_F10: return ImGuiKey_F10;
case AKEYCODE_F11: return ImGuiKey_F11;
case AKEYCODE_F12: return ImGuiKey_F12;
default: return ImGuiKey_None;
}
}
int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
{
ImGuiIO& io = ImGui::GetIO();
int32_t event_type = AInputEvent_getType(input_event);
@@ -45,12 +165,14 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
case AINPUT_EVENT_TYPE_KEY:
{
int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
int32_t event_scan_code = AKeyEvent_getScanCode(input_event);
int32_t event_action = AKeyEvent_getAction(input_event);
int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0);
io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0);
io.KeyAlt = ((event_meta_state & AMETA_ALT_ON) != 0);
io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0);
io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0);
switch (event_action)
{
@@ -59,8 +181,16 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
case AKEY_EVENT_ACTION_DOWN:
case AKEY_EVENT_ACTION_UP:
g_KeyEventQueues[event_key_code].push(event_action);
{
ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
if (key != ImGuiKey_None)
{
io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN);
io.SetKeyEventNativeData(key, event_key_code, event_scan_code);
}
break;
}
default:
break;
}
@@ -71,36 +201,53 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
int32_t event_action = AMotionEvent_getAction(input_event);
int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
event_action &= AMOTION_EVENT_ACTION_MASK;
switch (AMotionEvent_getToolType(input_event, event_pointer_index))
{
case AMOTION_EVENT_TOOL_TYPE_MOUSE:
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
break;
case AMOTION_EVENT_TOOL_TYPE_STYLUS:
case AMOTION_EVENT_TOOL_TYPE_ERASER:
io.AddMouseSourceEvent(ImGuiMouseSource_Pen);
break;
case AMOTION_EVENT_TOOL_TYPE_FINGER:
default:
io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
break;
}
switch (event_action)
{
case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_UP:
{
// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
// but we have to process them separately to identify the actual button pressed. This is done below via
// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index);
if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)
{
io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN);
io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
}
break;
}
case AMOTION_EVENT_ACTION_BUTTON_PRESS:
case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
{
int32_t button_state = AMotionEvent_getButtonState(input_event);
io.MouseDown[0] = ((button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
io.MouseDown[1] = ((button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
io.MouseDown[2] = ((button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
}
{
int32_t button_state = AMotionEvent_getButtonState(input_event);
io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
break;
}
case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
break;
case AMOTION_EVENT_ACTION_SCROLL:
io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index));
break;
default:
break;
@@ -116,6 +263,8 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
{
IMGUI_CHECKVERSION();
g_Window = window;
g_Time = 0.0;
@@ -123,51 +272,19 @@ bool ImGui_ImplAndroid_Init(ANativeWindow* window)
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = "imgui_impl_android";
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME;
io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END;
io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL;
io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL;
io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER;
io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
io.KeyMap[ImGuiKey_V] = AKEYCODE_V;
io.KeyMap[ImGuiKey_X] = AKEYCODE_X;
io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y;
io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z;
return true;
}
void ImGui_ImplAndroid_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
}
void ImGui_ImplAndroid_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
// Process queued key events
// FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue.
for (auto& key_queue : g_KeyEventQueues)
{
if (key_queue.second.empty())
continue;
io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN);
key_queue.second.pop();
}
// Setup display size (every frame to accommodate for window resizing)
int32_t window_width = ANativeWindow_getWidth(g_Window);
int32_t window_height = ANativeWindow_getHeight(g_Window);
@@ -185,3 +302,7 @@ void ImGui_ImplAndroid_NewFrame()
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
+14 -5
View File
@@ -2,26 +2,35 @@
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// You can 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ANativeWindow;
struct AInputEvent;
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
#endif // #ifndef IMGUI_DISABLE
+55 -43
View File
@@ -2,16 +2,20 @@
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
@@ -29,6 +33,7 @@
// 2016-05-07: DirectX10: Disabling depth-write.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx10.h"
// DirectX
@@ -59,10 +64,10 @@ struct ImGui_ImplDX10_Data
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER
struct VERTEX_CONSTANT_BUFFER_DX10
{
float mvp[4][4];
};
@@ -71,7 +76,7 @@ struct VERTEX_CONSTANT_BUFFER
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
@@ -100,7 +105,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(NULL);
ctx->GSSetShader(nullptr);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
@@ -122,7 +127,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
@@ -131,13 +136,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
@@ -145,13 +150,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return;
}
// Copy and convert all vertices into a single contiguous buffer
ImDrawVert* vtx_dst = NULL;
ImDrawIdx* idx_dst = NULL;
ImDrawVert* vtx_dst = nullptr;
ImDrawIdx* idx_dst = nullptr;
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
for (int n = 0; n < draw_data->CmdListsCount; n++)
@@ -171,7 +176,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
void* mapped_resource;
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
@@ -314,13 +319,13 @@ static void ImGui_ImplDX10_CreateFontsTexture()
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D10Texture2D* pTexture = NULL;
ID3D10Texture2D* pTexture = nullptr;
D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != NULL);
IM_ASSERT(pTexture != nullptr);
// Create texture view
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
@@ -337,6 +342,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D10_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
@@ -397,7 +403,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
{
@@ -408,9 +414,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// Create the input layout
D3D10_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
@@ -422,12 +428,12 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// Create the constant buffer
{
D3D10_BUFFER_DESC desc;
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
}
}
@@ -450,7 +456,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
}";
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
{
@@ -512,23 +518,24 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
if (!bd->pd3dDevice)
return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
}
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
@@ -537,9 +544,9 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = NULL;
IDXGIFactory* pFactory = NULL;
IDXGIDevice* pDXGIDevice = nullptr;
IDXGIAdapter* pDXGIAdapter = nullptr;
IDXGIFactory* pFactory = nullptr;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
@@ -557,22 +564,27 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
void ImGui_ImplDX10_Shutdown()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX10_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplDX10_NewFrame()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?");
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
+11 -5
View File
@@ -2,16 +2,20 @@
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D10Device;
@@ -23,3 +27,5 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE
+60 -48
View File
@@ -3,15 +3,19 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
@@ -30,6 +34,7 @@
// 2016-05-07: DirectX11: Disabling depth-write.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx11.h"
// DirectX
@@ -60,10 +65,10 @@ struct ImGui_ImplDX11_Data
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER
struct VERTEX_CONSTANT_BUFFER_DX11
{
float mvp[4][4];
};
@@ -72,7 +77,7 @@ struct VERTEX_CONSTANT_BUFFER
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
@@ -97,14 +102,14 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader, NULL, 0);
ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader, NULL, 0);
ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(NULL, NULL, 0);
ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->GSSetShader(nullptr, nullptr, 0);
ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
@@ -126,7 +131,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
@@ -135,12 +140,12 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
@@ -148,7 +153,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return;
}
@@ -177,7 +182,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
@@ -252,7 +257,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
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.)
@@ -326,13 +331,13 @@ static void ImGui_ImplDX11_CreateFontsTexture()
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D* pTexture = NULL;
ID3D11Texture2D* pTexture = nullptr;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != NULL);
IM_ASSERT(pTexture != nullptr);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
@@ -349,6 +354,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
@@ -409,9 +415,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK)
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
@@ -420,9 +426,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
@@ -434,12 +440,12 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the constant buffer
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
}
}
@@ -462,9 +468,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
}";
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK)
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
@@ -524,23 +530,24 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (!bd->pd3dDevice)
return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
}
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
@@ -549,9 +556,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = NULL;
IDXGIFactory* pFactory = NULL;
IDXGIDevice* pDXGIDevice = nullptr;
IDXGIAdapter* pDXGIAdapter = nullptr;
IDXGIFactory* pFactory = nullptr;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
@@ -572,23 +579,28 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
void ImGui_ImplDX11_Shutdown()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplDX11_NewFrame()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
+10 -4
View File
@@ -3,15 +3,19 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D11Device;
struct ID3D11DeviceContext;
@@ -24,3 +28,5 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE
+88 -72
View File
@@ -3,7 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
@@ -15,11 +15,15 @@
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
@@ -38,6 +42,7 @@
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx12.h"
// DirectX
@@ -49,6 +54,33 @@
#endif
// DirectX data
struct ImGui_ImplDX12_RenderBuffers;
struct ImGui_ImplDX12_Data
{
ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignature;
ID3D12PipelineState* pPipelineState;
DXGI_FORMAT RTVFormat;
ID3D12Resource* pFontTextureResource;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT frameIndex;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Buffers used during the rendering of a frame
struct ImGui_ImplDX12_RenderBuffers
{
ID3D12Resource* IndexBuffer;
@@ -57,35 +89,11 @@ struct ImGui_ImplDX12_RenderBuffers
int VertexBufferSize;
};
struct ImGui_ImplDX12_Data
{
ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignature;
ID3D12PipelineState* pPipelineState;
DXGI_FORMAT RTVFormat;
ID3D12Resource* pFontTextureResource;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT numFramesInFlight;
UINT frameIndex;
ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
};
struct VERTEX_CONSTANT_BUFFER
struct VERTEX_CONSTANT_BUFFER_DX12
{
float mvp[4][4];
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
{
@@ -93,7 +101,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
// 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 vertex_constant_buffer;
VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
{
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
@@ -149,7 +157,7 @@ static inline void SafeRelease(T*& res)
{
if (res)
res->Release();
res = NULL;
res = nullptr;
}
// Render function
@@ -166,7 +174,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
{
SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
@@ -186,10 +194,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
return;
}
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
{
SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
@@ -209,7 +217,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
return;
}
@@ -248,7 +256,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
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.)
@@ -310,9 +318,9 @@ static void ImGui_ImplDX12_CreateFontsTexture()
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* pTexture = NULL;
ID3D12Resource* pTexture = nullptr;
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT uploadSize = height * uploadPitch;
@@ -332,12 +340,12 @@ static void ImGui_ImplDX12_CreateFontsTexture()
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
ID3D12Resource* uploadBuffer = NULL;
ID3D12Resource* uploadBuffer = nullptr;
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
IM_ASSERT(SUCCEEDED(hr));
void* mapped = NULL;
void* mapped = nullptr;
D3D12_RANGE range = { 0, uploadSize };
hr = uploadBuffer->Map(0, &range, &mapped);
IM_ASSERT(SUCCEEDED(hr));
@@ -367,31 +375,31 @@ static void ImGui_ImplDX12_CreateFontsTexture()
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
ID3D12Fence* fence = NULL;
ID3D12Fence* fence = nullptr;
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
IM_ASSERT(SUCCEEDED(hr));
HANDLE event = CreateEvent(0, 0, 0, 0);
IM_ASSERT(event != NULL);
IM_ASSERT(event != nullptr);
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.NodeMask = 1;
ID3D12CommandQueue* cmdQueue = NULL;
ID3D12CommandQueue* cmdQueue = nullptr;
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
IM_ASSERT(SUCCEEDED(hr));
ID3D12CommandAllocator* cmdAlloc = NULL;
ID3D12CommandAllocator* cmdAlloc = nullptr;
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
IM_ASSERT(SUCCEEDED(hr));
ID3D12GraphicsCommandList* cmdList = NULL;
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
ID3D12GraphicsCommandList* cmdList = nullptr;
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
IM_ASSERT(SUCCEEDED(hr));
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
cmdList->ResourceBarrier(1, &barrier);
hr = cmdList->Close();
@@ -466,6 +474,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
param[1].DescriptorTable.pDescriptorRanges = &descRange;
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
@@ -495,7 +504,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
if (d3d12_dll == NULL)
if (d3d12_dll == nullptr)
{
// Attempt to load d3d12.dll from local directories. This will only succeed if
// (1) the current OS is Windows 7, and
@@ -503,23 +512,23 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// See https://github.com/ocornut/imgui/pull/3696 for details.
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
break;
// If failed, we are on Windows >= 10.
if (d3d12_dll == NULL)
if (d3d12_dll == nullptr)
d3d12_dll = ::LoadLibraryA("d3d12.dll");
if (d3d12_dll == NULL)
if (d3d12_dll == nullptr)
return false;
}
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
if (D3D12SerializeRootSignatureFn == NULL)
if (D3D12SerializeRootSignatureFn == nullptr)
return false;
ID3DBlob* blob = NULL;
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
ID3DBlob* blob = nullptr;
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));
@@ -528,7 +537,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
@@ -576,16 +585,16 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return output;\
}";
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
// Create the input layout
static D3D12_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
psoDesc.InputLayout = { local_layout, 3 };
}
@@ -608,10 +617,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return out_col; \
}";
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
{
vertexShaderBlob->Release();
return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
}
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
}
@@ -674,12 +683,12 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
ImGuiIO& io = ImGui::GetIO();
ImGuiIO& io = ImGui::GetIO();
SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState);
SafeRelease(bd->pFontTextureResource);
io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
@@ -693,7 +702,8 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
@@ -707,15 +717,15 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
bd->numFramesInFlight = num_frames_in_flight;
bd->pd3dSrvDescHeap = cbv_srv_heap;
bd->frameIndex = UINT_MAX;
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
// Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
fr->IndexBuffer = NULL;
fr->VertexBuffer = NULL;
fr->IndexBuffer = nullptr;
fr->VertexBuffer = nullptr;
fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000;
}
@@ -726,21 +736,27 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
void ImGui_ImplDX12_Shutdown()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
// Clean up windows and device objects
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources;
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplDX12_NewFrame()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
+10 -5
View File
@@ -3,19 +3,22 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
// See imgui_impl_dx12.cpp file for details.
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <dxgiformat.h> // DXGI_FORMAT
struct ID3D12Device;
@@ -37,3 +40,5 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE
+60 -27
View File
@@ -3,15 +3,20 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@@ -31,6 +36,7 @@
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx9.h"
// DirectX
@@ -46,7 +52,7 @@ struct ImGui_ImplDX9_Data
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct CUSTOMVERTEX
@@ -67,7 +73,7 @@ struct CUSTOMVERTEX
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
@@ -84,9 +90,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
vp.MaxZ = 1.0f;
bd->pd3dDevice->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
bd->pd3dDevice->SetPixelShader(NULL);
bd->pd3dDevice->SetVertexShader(NULL);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
bd->pd3dDevice->SetPixelShader(nullptr);
bd->pd3dDevice->SetVertexShader(nullptr);
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
@@ -151,21 +157,21 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0)
if (bd->pd3dDevice->CreateVertexBuffer(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 = NULL; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0)
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
return;
}
// Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = NULL;
IDirect3DStateBlock9* d3d9_state_block = nullptr;
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return;
if (d3d9_state_block->Capture() < 0)
@@ -237,7 +243,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
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.)
@@ -279,7 +285,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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)();
@@ -296,16 +303,35 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
{
IDirect3D9* pd3d = nullptr;
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
return false;
D3DDEVICE_CREATION_PARAMETERS param = {};
D3DDISPLAYMODE mode = {};
if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
{
pd3d->Release();
return false;
}
// Font texture should support linear filter, color blend and write to render-target
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
pd3d->Release();
return support;
}
static bool ImGui_ImplDX9_CreateFontsTexture()
{
// Build texture atlas
@@ -317,21 +343,24 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
if (io.Fonts->TexPixelsUseColors)
const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
if (!rgba_support && io.Fonts->TexPixelsUseColors)
{
ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
*dst = IMGUI_COL_TO_DX9_ARGB(*src);
pixels = (unsigned char*)dst_start;
}
#else
const bool rgba_support = false;
#endif
// Upload texture to graphics system
bd->FontTexture = NULL;
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0)
bd->FontTexture = nullptr;
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
return false;
D3DLOCKED_RECT tex_locked_rect;
if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
return false;
for (int y = 0; y < height; y++)
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
@@ -341,7 +370,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
if (io.Fonts->TexPixelsUseColors)
if (!rgba_support && io.Fonts->TexPixelsUseColors)
ImGui::MemFree(pixels);
#endif
@@ -363,16 +392,20 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
void ImGui_ImplDX9_NewFrame()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?");
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
+10 -4
View File
@@ -3,15 +3,19 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct IDirect3DDevice9;
@@ -23,3 +27,5 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE
+574 -169
View File
@@ -1,21 +1,49 @@
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@@ -42,32 +70,55 @@
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_glfw.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// GLFW
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#ifndef GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
#endif
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
#endif
#ifdef __APPLE__
#ifndef GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_COCOA
#endif
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#endif
// We gather version tests as define in order to easily see which features are version-dependent.
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#define GLFW_HAS_NEW_CURSORS (0)
#endif
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
// GLFW data
enum GlfwClientApi
{
GlfwClientApi_Unknown,
GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan
GlfwClientApi_Vulkan,
};
struct ImGui_ImplGlfw_Data
@@ -76,20 +127,28 @@ struct ImGui_ImplGlfw_Data
GlfwClientApi ClientApi;
double Time;
GLFWwindow* MouseWindow;
bool MouseJustPressed[ImGuiMouseButton_COUNT];
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
ImVec2 LastValidMousePos;
bool InstalledCallbacks;
bool CallbacksChainForAllWindows;
#ifdef __EMSCRIPTEN__
const char* CanvasSelector;
#endif
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
GLFWcursorposfun PrevUserCallbackCursorPos;
GLFWcursorenterfun PrevUserCallbackCursorEnter;
GLFWmousebuttonfun PrevUserCallbackMousebutton;
GLFWscrollfun PrevUserCallbackScroll;
GLFWkeyfun PrevUserCallbackKey;
GLFWcharfun PrevUserCallbackChar;
GLFWmonitorfun PrevUserCallbackMonitor;
#ifdef _WIN32
WNDPROC PrevWndProc;
#endif
ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
@@ -101,7 +160,7 @@ struct ImGui_ImplGlfw_Data
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Functions
@@ -115,79 +174,275 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
{
switch (key)
{
case GLFW_KEY_TAB: return ImGuiKey_Tab;
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
case GLFW_KEY_UP: return ImGuiKey_UpArrow;
case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
case GLFW_KEY_HOME: return ImGuiKey_Home;
case GLFW_KEY_END: return ImGuiKey_End;
case GLFW_KEY_INSERT: return ImGuiKey_Insert;
case GLFW_KEY_DELETE: return ImGuiKey_Delete;
case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
case GLFW_KEY_SPACE: return ImGuiKey_Space;
case GLFW_KEY_ENTER: return ImGuiKey_Enter;
case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
case GLFW_KEY_COMMA: return ImGuiKey_Comma;
case GLFW_KEY_MINUS: return ImGuiKey_Minus;
case GLFW_KEY_PERIOD: return ImGuiKey_Period;
case GLFW_KEY_SLASH: return ImGuiKey_Slash;
case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
case GLFW_KEY_MENU: return ImGuiKey_Menu;
case GLFW_KEY_0: return ImGuiKey_0;
case GLFW_KEY_1: return ImGuiKey_1;
case GLFW_KEY_2: return ImGuiKey_2;
case GLFW_KEY_3: return ImGuiKey_3;
case GLFW_KEY_4: return ImGuiKey_4;
case GLFW_KEY_5: return ImGuiKey_5;
case GLFW_KEY_6: return ImGuiKey_6;
case GLFW_KEY_7: return ImGuiKey_7;
case GLFW_KEY_8: return ImGuiKey_8;
case GLFW_KEY_9: return ImGuiKey_9;
case GLFW_KEY_A: return ImGuiKey_A;
case GLFW_KEY_B: return ImGuiKey_B;
case GLFW_KEY_C: return ImGuiKey_C;
case GLFW_KEY_D: return ImGuiKey_D;
case GLFW_KEY_E: return ImGuiKey_E;
case GLFW_KEY_F: return ImGuiKey_F;
case GLFW_KEY_G: return ImGuiKey_G;
case GLFW_KEY_H: return ImGuiKey_H;
case GLFW_KEY_I: return ImGuiKey_I;
case GLFW_KEY_J: return ImGuiKey_J;
case GLFW_KEY_K: return ImGuiKey_K;
case GLFW_KEY_L: return ImGuiKey_L;
case GLFW_KEY_M: return ImGuiKey_M;
case GLFW_KEY_N: return ImGuiKey_N;
case GLFW_KEY_O: return ImGuiKey_O;
case GLFW_KEY_P: return ImGuiKey_P;
case GLFW_KEY_Q: return ImGuiKey_Q;
case GLFW_KEY_R: return ImGuiKey_R;
case GLFW_KEY_S: return ImGuiKey_S;
case GLFW_KEY_T: return ImGuiKey_T;
case GLFW_KEY_U: return ImGuiKey_U;
case GLFW_KEY_V: return ImGuiKey_V;
case GLFW_KEY_W: return ImGuiKey_W;
case GLFW_KEY_X: return ImGuiKey_X;
case GLFW_KEY_Y: return ImGuiKey_Y;
case GLFW_KEY_Z: return ImGuiKey_Z;
case GLFW_KEY_F1: return ImGuiKey_F1;
case GLFW_KEY_F2: return ImGuiKey_F2;
case GLFW_KEY_F3: return ImGuiKey_F3;
case GLFW_KEY_F4: return ImGuiKey_F4;
case GLFW_KEY_F5: return ImGuiKey_F5;
case GLFW_KEY_F6: return ImGuiKey_F6;
case GLFW_KEY_F7: return ImGuiKey_F7;
case GLFW_KEY_F8: return ImGuiKey_F8;
case GLFW_KEY_F9: return ImGuiKey_F9;
case GLFW_KEY_F10: return ImGuiKey_F10;
case GLFW_KEY_F11: return ImGuiKey_F11;
case GLFW_KEY_F12: return ImGuiKey_F12;
case GLFW_KEY_F13: return ImGuiKey_F13;
case GLFW_KEY_F14: return ImGuiKey_F14;
case GLFW_KEY_F15: return ImGuiKey_F15;
case GLFW_KEY_F16: return ImGuiKey_F16;
case GLFW_KEY_F17: return ImGuiKey_F17;
case GLFW_KEY_F18: return ImGuiKey_F18;
case GLFW_KEY_F19: return ImGuiKey_F19;
case GLFW_KEY_F20: return ImGuiKey_F20;
case GLFW_KEY_F21: return ImGuiKey_F21;
case GLFW_KEY_F22: return ImGuiKey_F22;
case GLFW_KEY_F23: return ImGuiKey_F23;
case GLFW_KEY_F24: return ImGuiKey_F24;
default: return ImGuiKey_None;
}
}
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
}
static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackMousebutton(window, button, action, mods);
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
bd->MouseJustPressed[button] = true;
ImGui_ImplGlfw_UpdateKeyModifiers(window);
ImGuiIO& io = ImGui::GetIO();
if (button >= 0 && button < ImGuiMouseButton_COUNT)
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
#ifdef __EMSCRIPTEN__
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
return;
#endif
ImGuiIO& io = ImGui::GetIO();
io.MouseWheelH += (float)xoffset;
io.MouseWheel += (float)yoffset;
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
}
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
{
#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
// See https://github.com/glfw/glfw/issues/1502 for details.
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
// This won't cover edge cases but this is at least going to cover common cases.
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
return key;
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
const char* key_name = glfwGetKeyName(key, scancode);
glfwSetErrorCallback(prev_error_callback);
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
(void)glfwGetError(nullptr);
#endif
if (key_name && key_name[0] != 0 && key_name[1] == 0)
{
const char char_names[] = "`-=[]\\,;\'./";
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
}
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
#else
IM_UNUSED(scancode);
#endif
return key;
}
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
bd->PrevUserCallbackKey(window, key, scancode, action, mods);
if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
if (action != GLFW_PRESS && action != GLFW_RELEASE)
return;
ImGui_ImplGlfw_UpdateKeyModifiers(window);
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
ImGuiIO& io = ImGui::GetIO();
if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
{
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
}
// Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
#endif
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
}
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackWindowFocus(window, focused);
ImGuiIO& io = ImGui::GetIO();
io.AddFocusEvent(focused != 0);
}
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackCursorPos(window, x, y);
ImGuiIO& io = ImGui::GetIO();
io.AddMousePosEvent((float)x, (float)y);
bd->LastValidMousePos = ImVec2((float)x, (float)y);
}
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackCursorEnter(window, entered);
ImGuiIO& io = ImGui::GetIO();
if (entered)
{
bd->MouseWindow = window;
if (!entered && bd->MouseWindow == window)
bd->MouseWindow = NULL;
io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
}
else if (!entered && bd->MouseWindow == window)
{
bd->LastValidMousePos = io.MousePos;
bd->MouseWindow = nullptr;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO();
@@ -199,10 +454,111 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
}
#ifdef __EMSCRIPTEN__
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
{
// Mimic Emscripten_HandleWheel() in SDL.
// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
float multiplier = 0.0f;
if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
float wheel_x = ev->deltaX * -multiplier;
float wheel_y = ev->deltaY * -multiplier;
ImGuiIO& io = ImGui::GetIO();
io.AddMouseWheelEvent(wheel_x, wheel_y);
//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
return EM_TRUE;
}
#endif
#ifdef _WIN32
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
return ImGuiMouseSource_Pen;
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
return ImGuiMouseSource_TouchScreen;
return ImGuiMouseSource_Mouse;
}
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
switch (msg)
{
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
break;
}
return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
}
#endif
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
IM_ASSERT(bd->Window == window);
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
bd->InstalledCallbacks = true;
}
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
IM_ASSERT(bd->Window == window);
glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
bd->InstalledCallbacks = false;
bd->PrevUserCallbackWindowFocus = nullptr;
bd->PrevUserCallbackCursorEnter = nullptr;
bd->PrevUserCallbackCursorPos = nullptr;
bd->PrevUserCallbackMousebutton = nullptr;
bd->PrevUserCallbackScroll = nullptr;
bd->PrevUserCallbackKey = nullptr;
bd->PrevUserCallbackChar = nullptr;
bd->PrevUserCallbackMonitor = nullptr;
}
// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
// This is 'false' by default meaning we only chain callbacks for the main viewport.
// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
bd->CallbacksChainForAllWindows = chain_for_all_windows;
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
// Setup backend capabilities flags
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
@@ -214,42 +570,15 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
bd->Window = window;
bd->Time = 0.0;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = bd->Window;
#if defined(_WIN32)
io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window);
#endif
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
// Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
@@ -267,26 +596,37 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
glfwSetErrorCallback(prev_error_callback);
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
(void)glfwGetError(nullptr);
#endif
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
bd->PrevUserCallbackWindowFocus = NULL;
bd->PrevUserCallbackCursorEnter = NULL;
bd->PrevUserCallbackMousebutton = NULL;
bd->PrevUserCallbackScroll = NULL;
bd->PrevUserCallbackKey = NULL;
bd->PrevUserCallbackChar = NULL;
bd->PrevUserCallbackMonitor = NULL;
if (install_callbacks)
{
bd->InstalledCallbacks = true;
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
}
ImGui_ImplGlfw_InstallCallbacks(window);
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
// FIXME: May break chaining in case user registered their own Emscripten callback?
#ifdef __EMSCRIPTEN__
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
#endif
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)bd->Window;
#ifdef _WIN32
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
#elif defined(__APPLE__)
main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
#else
IM_UNUSED(main_viewport);
#endif
// Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32
bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
IM_ASSERT(bd->PrevWndProc != nullptr);
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif
bd->ClientApi = client_api;
return true;
@@ -310,61 +650,59 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
void ImGui_ImplGlfw_Shutdown()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
if (bd->InstalledCallbacks)
{
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
}
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
#ifdef __EMSCRIPTEN__
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
#endif
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
// Windows: restore our WndProc hook
#ifdef _WIN32
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
bd->PrevWndProc = nullptr;
#endif
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd);
}
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
static void ImGui_ImplGlfw_UpdateMouseData()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
const ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Update mouse buttons
// (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame)
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
{
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
bd->MouseJustPressed[i] = false;
}
GLFWwindow* window = bd->Window;
#ifdef __EMSCRIPTEN__
const bool focused = true;
const bool is_window_focused = true;
#else
const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
#endif
GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL;
if (is_window_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos && focused)
glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y);
// Set Dear ImGui mouse position from OS position
if (mouse_window != NULL)
{
double mouse_x, mouse_y;
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
if (bd->MouseWindow == nullptr)
{
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
}
}
@@ -376,62 +714,82 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
// Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
GLFWwindow* window = bd->Window;
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
// Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
}
// Update gamepad inputs
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplGlfw_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
return;
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
GLFWgamepadstate gamepad;
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
return;
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
#else
int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
if (axes_count == 0 || buttons_count == 0)
return;
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
#endif
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
#undef MAP_BUTTON
#undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
@@ -440,16 +798,63 @@ void ImGui_ImplGlfw_NewFrame()
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
// Setup time step
// (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;
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseData();
ImGui_ImplGlfw_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplGlfw_UpdateGamepads();
}
#ifdef __EMSCRIPTEN__
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
{
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
double canvas_width, canvas_height;
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
return true;
}
static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
{
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
double canvas_width, canvas_height;
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
return true;
}
// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector)
{
IM_ASSERT(canvas_selector != nullptr);
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
bd->CanvasSelector = canvas_selector;
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
// Change the size of the GLFW window according to the size of the canvas
ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
}
#endif
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE
+30 -13
View File
@@ -4,21 +4,22 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// About GLSL version:
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct GLFWwindow;
struct GLFWmonitor;
@@ -29,13 +30,29 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
// Emscripten related initialization phase methods
#ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector);
#endif
// GLFW callbacks install
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
// GFLW 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);
// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
#endif // #ifndef IMGUI_DISABLE

Some files were not shown because too many files have changed in this diff Show More