From e668890837863d62f57d15e246427138024b1a26 Mon Sep 17 00:00:00 2001 From: Adrien LPN Date: Thu, 17 Jun 2021 19:58:50 +0200 Subject: [PATCH 01/10] Debug: added encoding viewer in Metrics. (reworked by omar from original/old commit) --- imgui.cpp | 81 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 81 insertions(+) diff --git a/imgui.cpp b/imgui.cpp index bc801bbd..3ab6aece 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -12127,6 +12127,81 @@ static void RenderViewportsThumbnails() ImGui::Dummy(bb_full.GetSize() * SCALE); } +static void ShowEncodingViewerChar(ImFont* font, ImWchar c, const char* c_utf8) +{ + ImGui::TableNextColumn(); + if (font->FindGlyphNoFallback(c)) + ImGui::TextUnformatted(c_utf8); + else + ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "(not in font)"); + + ImGui::TableNextColumn(); + char utf8_code[] = "0x.. 0x.. 0x.. 0x.."; + for (int byte_index = 0; c_utf8[byte_index]; byte_index++) + { + if (byte_index > 0) + utf8_code[byte_index * 5 - 1] = ' '; + ImFormatString(utf8_code + (byte_index * 5) + 2, 3, "%02X", (int)(unsigned char)c_utf8[byte_index]); + } + ImGui::TextUnformatted(utf8_code); + ImGui::TableNextColumn(); + ImGui::Text("U+%04X", (int)c); +} + +static void ShowUTF8EncodingViewer() +{ + static char buf[256] = ""; + static ImFontGlyphRangesBuilder range_builder; + static ImVector ranges; + static bool unique_glyphs = false; + + ImGui::SetNextItemWidth(-FLT_MIN); + + bool rebuild = false; + rebuild |= ImGui::InputText("##Sample Text", buf, IM_ARRAYSIZE(buf)); + rebuild |= ImGui::Checkbox("Sorted unique glyphs", &unique_glyphs); + if (rebuild && unique_glyphs) + { + range_builder.Clear(); + range_builder.AddText(buf); + ranges.clear(); + range_builder.BuildRanges(&ranges); + } + if (ImGui::BeginTable("list", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_ScrollY, ImVec2(0.0f, ImGui::GetFontSize() * 15))) + { + ImGui::TableSetupColumn("Glyph"); + ImGui::TableSetupColumn("UTF-8"); + ImGui::TableSetupColumn("Codepoint"); + ImGui::TableHeadersRow(); + + ImFont* font = ImGui::GetFont(); + if (unique_glyphs) + { + for (int range_index = 0; range_index < ranges.Size && ranges[range_index] != 0; range_index += 2) + for (ImWchar c = ranges[range_index]; c <= ranges[range_index + 1]; c++) + { + char c_utf8[4 + 1]; + ImTextStrToUtf8(c_utf8, IM_ARRAYSIZE(c_utf8), &c, &c + 1); + ShowEncodingViewerChar(font, c, c_utf8); + } + } + else + { + for (const char* p = buf; p[0] != 0;) + { + unsigned int c; + int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + char c_utf8[4 + 1]; + memcpy(c_utf8, p, c_utf8_len); + c_utf8[c_utf8_len] = 0; + ShowEncodingViewerChar(font, (ImWchar)c, c_utf8); + p += c_utf8_len; + } + } + ImGui::EndTable(); + } +} + // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. static void MetricsHelpMarker(const char* desc) { @@ -12285,6 +12360,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } + if (TreeNode("UTF-8 Encoding viewer")) + { + ShowUTF8EncodingViewer(); + TreePop(); + } + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. if (Button("Item Picker..")) DebugStartItemPicker(); From 6d27fecce1ea2cb10ca956cd67b8179cb76b35c3 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 3 May 2022 14:46:19 +0200 Subject: [PATCH 02/10] Debug: added DebugTextEncoding() to help diagnose between text encoding issues and font loading issues. Simplified code + extracted DebugNodeFontGlyph(). Helper to diagnose issues such as #4866, #3558, #3436, #2233, #1880, #1780, #905, #832, #762, #726, #609, #565, #307) --- docs/CHANGELOG.txt | 3 + docs/FONTS.md | 6 +- imgui.cpp | 188 +++++++++++++++++++-------------------------- imgui.h | 2 +- imgui_internal.h | 1 + 5 files changed, 90 insertions(+), 110 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1a818132..a7cc0453 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -87,6 +87,9 @@ Other Changes: - Stack Tool: Added option to copy item path to clipboard. (#4631) - Drawlist: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd] - DrawList: Fixed texture-based anti-aliasing path with RGBA textures (#5132, #3245) [@cfillion] +- Debug: Added DebugTextEncoding() function to facilitate diagnosing issues when not sure about whether + you have a UTF-8 text encoding issue or a font loading issue. [@LaMarche05, @ocornut] +- Metrics: Added a "UTF-8 Encoding Viewer" section using the aforementioned DebugTextEncoding() function. - Misc: Fixed calling GetID("label") _before_ a widget emitting this item inside a group (such as InputInt()) from causing an assertion when closing the group. (#5181). - Misc: Fixed IsAnyItemHovered() returning false when using navigation. diff --git a/docs/FONTS.md b/docs/FONTS.md index de7a1c99..a0354674 100644 --- a/docs/FONTS.md +++ b/docs/FONTS.md @@ -29,7 +29,11 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo - You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts. -![imgui_capture_0008](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png) +![Fonts debugging](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png) + +- You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct. + +![UTF-8 Encoding viewer](https://user-images.githubusercontent.com/8225057/166505963-8a0d7899-8ee8-4558-abb2-1ae523dc02f9.png) - All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. diff --git a/imgui.cpp b/imgui.cpp index 3ab6aece..06a5ff47 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -12060,11 +12060,15 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeDat //----------------------------------------------------------------------------- // - RenderViewportThumbnail() [Internal] // - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() // - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] // - DebugNodeDrawList() [Internal] // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] // - DebugNodeStorage() [Internal] // - DebugNodeTabBar() [Internal] // - DebugNodeViewport() [Internal] @@ -12127,79 +12131,40 @@ static void RenderViewportsThumbnails() ImGui::Dummy(bb_full.GetSize() * SCALE); } -static void ShowEncodingViewerChar(ImFont* font, ImWchar c, const char* c_utf8) +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) { - ImGui::TableNextColumn(); - if (font->FindGlyphNoFallback(c)) - ImGui::TextUnformatted(c_utf8); - else - ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "(not in font)"); - - ImGui::TableNextColumn(); - char utf8_code[] = "0x.. 0x.. 0x.. 0x.."; - for (int byte_index = 0; c_utf8[byte_index]; byte_index++) - { - if (byte_index > 0) - utf8_code[byte_index * 5 - 1] = ' '; - ImFormatString(utf8_code + (byte_index * 5) + 2, 3, "%02X", (int)(unsigned char)c_utf8[byte_index]); - } - ImGui::TextUnformatted(utf8_code); - ImGui::TableNextColumn(); - ImGui::Text("U+%04X", (int)c); -} - -static void ShowUTF8EncodingViewer() -{ - static char buf[256] = ""; - static ImFontGlyphRangesBuilder range_builder; - static ImVector ranges; - static bool unique_glyphs = false; - - ImGui::SetNextItemWidth(-FLT_MIN); - - bool rebuild = false; - rebuild |= ImGui::InputText("##Sample Text", buf, IM_ARRAYSIZE(buf)); - rebuild |= ImGui::Checkbox("Sorted unique glyphs", &unique_glyphs); - if (rebuild && unique_glyphs) - { - range_builder.Clear(); - range_builder.AddText(buf); - ranges.clear(); - range_builder.BuildRanges(&ranges); - } - if (ImGui::BeginTable("list", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_ScrollY, ImVec2(0.0f, ImGui::GetFontSize() * 15))) + Text("Text: \"%s\"", str); + if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) { - ImGui::TableSetupColumn("Glyph"); - ImGui::TableSetupColumn("UTF-8"); - ImGui::TableSetupColumn("Codepoint"); - ImGui::TableHeadersRow(); - - ImFont* font = ImGui::GetFont(); - if (unique_glyphs) - { - for (int range_index = 0; range_index < ranges.Size && ranges[range_index] != 0; range_index += 2) - for (ImWchar c = ranges[range_index]; c <= ranges[range_index + 1]; c++) - { - char c_utf8[4 + 1]; - ImTextStrToUtf8(c_utf8, IM_ARRAYSIZE(c_utf8), &c, &c + 1); - ShowEncodingViewerChar(font, c, c_utf8); - } - } + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); else - { - for (const char* p = buf; p[0] != 0;) - { - unsigned int c; - int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); - char c_utf8[4 + 1]; - memcpy(c_utf8, p, c_utf8_len); - c_utf8[c_utf8_len] = 0; - ShowEncodingViewerChar(font, (ImWchar)c, c_utf8); - p += c_utf8_len; - } - } - ImGui::EndTable(); + TextUnformatted("[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; } + EndTable(); } // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. @@ -12216,9 +12181,24 @@ static void MetricsHelpMarker(const char* desc) } } -#ifndef IMGUI_DISABLE_DEMO_WINDOWS -namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } -#endif +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (int i = 0; i < atlas->Fonts.Size; i++) + { + ImFont* font = atlas->Fonts[i]; + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} void ImGui::ShowMetricsWindow(bool* p_open) { @@ -12293,6 +12273,19 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Tools if (TreeNode("Tools")) { + bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer"); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (show_encoding_viewer) + { + static char buf[100] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##Text", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + TreePop(); + } + // Stack Tool is your best friend! Checkbox("Show stack tool", &cfg->ShowStackTool); SameLine(); @@ -12360,12 +12353,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } - if (TreeNode("UTF-8 Encoding viewer")) - { - ShowUTF8EncodingViewer(); - TreePop(); - } - // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. if (Button("Item Picker..")) DebugStartItemPicker(); @@ -12461,14 +12448,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) } // Details for Fonts -#ifndef IMGUI_DISABLE_DEMO_WINDOWS ImFontAtlas* atlas = g.IO.Fonts; if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) { ShowFontAtlas(atlas); TreePop(); } -#endif // Details for Docking #ifdef IMGUI_HAS_DOCK @@ -12628,25 +12613,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) End(); } -// [DEBUG] List fonts in a font atlas and display its texture -void ImGui::ShowFontAtlas(ImFontAtlas* atlas) -{ - for (int i = 0; i < atlas->Fonts.Size; i++) - { - ImFont* font = atlas->Fonts[i]; - PushID(font); - DebugNodeFont(font); - PopID(); - } - if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) - { - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); - ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); - Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); - TreePop(); - } -} - // [DEBUG] Display contents of Columns void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) { @@ -12856,17 +12822,13 @@ void ImGui::DebugNodeFont(ImFont* font) ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); - if (glyph) - font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); - if (glyph && IsMouseHoveringRect(cell_p1, cell_p2)) + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2)) { BeginTooltip(); - Text("Codepoint: U+%04X", base + n); - Separator(); - Text("Visible: %d", glyph->Visible); - Text("AdvanceX: %.1f", glyph->AdvanceX); - Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); - Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + DebugNodeFontGlyph(font, glyph); EndTooltip(); } } @@ -12878,6 +12840,16 @@ void ImGui::DebugNodeFont(ImFont* font) TreePop(); } +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + // [DEBUG] Display contents of ImGuiStorage void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) { diff --git a/imgui.h b/imgui.h index 612d3017..584a1115 100644 --- a/imgui.h +++ b/imgui.h @@ -919,7 +919,7 @@ namespace ImGui IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. // Debug Utilities - // - This is used by the IMGUI_CHECKVERSION() macro. + IMGUI_API void DebugTextEncoding(const char* text); IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. // Memory Allocators diff --git a/imgui_internal.h b/imgui_internal.h index ed9d68df..4ad43dee 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2871,6 +2871,7 @@ namespace ImGui IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); IMGUI_API void DebugNodeTable(ImGuiTable* table); From 55f89893928b20c5a3ce3285ddcb802ac5c410c5 Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 4 May 2022 15:00:41 +0200 Subject: [PATCH 03/10] Docs update, binaries link + Backend: Allegro: fix warning (#5281) --- backends/imgui_impl_allegro5.cpp | 2 +- docs/FAQ.md | 4 ++-- docs/README.md | 14 ++++++++------ imgui.cpp | 2 +- imgui.h | 4 ++-- 5 files changed, 14 insertions(+), 12 deletions(-) diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp index 92ed8d06..83203382 100644 --- a/backends/imgui_impl_allegro5.cpp +++ b/backends/imgui_impl_allegro5.cpp @@ -234,7 +234,7 @@ 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 diff --git a/docs/FAQ.md b/docs/FAQ.md index 06d51ef4..04774a78 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -623,7 +623,7 @@ You may take a look at: - [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) -- [Gallery](https://github.com/ocornut/imgui/issues/4451) +- [Gallery](https://github.com/ocornut/imgui/issues/5243) ##### [Return to Index](#index) @@ -669,7 +669,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci - Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md). - If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. -You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/4451). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and help other teams and programmers with taking decisions. +You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/5243). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and help other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR. ##### [Return to Index](#index) diff --git a/docs/README.md b/docs/README.md index 5fddc7c9..9f9583b2 100644 --- a/docs/README.md +++ b/docs/README.md @@ -27,7 +27,6 @@ Dear ImGui is designed to **enable fast iterations** and to **empower programmer Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard. - - Easy to use to create code-driven and data-driven tools. - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. - Easy to hack and improve. @@ -115,7 +114,7 @@ Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcas ![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png) You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: -- [imgui-demo-binaries-20210331.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20210331.zip) (Windows, 1.83 WIP, built 2021/03/31, master branch) or [older demo binaries](https://www.dearimgui.org/binaries). +- [imgui-demo-binaries-20220504.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20220504.zip) (Windows, 1.88 WIP, built 2022/05/04, master branch) or [older demo binaries](https://www.dearimgui.org/binaries). The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)). @@ -151,10 +150,13 @@ Some of the goals for 2022 are: ### Gallery -For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/4451)! +For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/5243)! For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page. +Custom engine [ehre](https://github.com/tksuoran/erhe) (docking branch) +[![ehre](https://user-images.githubusercontent.com/8225057/166686854-3f76bf28-0442-4fac-8e65-9fc9650d2ed0.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) + Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017) [![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) @@ -186,7 +188,7 @@ Advanced users may want to use the `docking` branch with [Multi-Viewport](https: **Who uses Dear ImGui?** -See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/4451)! +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/5243)! How to help ----------- @@ -219,7 +221,7 @@ Ongoing Dear ImGui development is currently financially supported in 2021-2022 b *Salty-caramel sponsors* - [Kylotonn](https://www.kylotonn.com), [O-Net Communications (USA)](http://en.o-netcom.com), [Wonderland Engine](https://wonderlandengine.com/). -Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors) for sponsors of past years. +Please see [detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors) for more. From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. **THANK YOU to all past and present supporters for helping to keep this project alive and thriving!** @@ -234,7 +236,7 @@ Credits Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita). -Recurring contributors (2020): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups), Ben Carter [@ShironekoBen](https://github.com/ShironekoBen). +Recurring contributors (2022): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups). A large portion of work on automation systems, regression tests and other features are currently unpublished. Sponsoring, support contracts and other B2B transactions are hosted and handled by [Lizardcube](https://www.lizardcube.com). diff --git a/imgui.cpp b/imgui.cpp index 06a5ff47..7d8c798f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -11,7 +11,7 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues diff --git a/imgui.h b/imgui.h index 584a1115..ecfac1ac 100644 --- a/imgui.h +++ b/imgui.h @@ -11,7 +11,7 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues @@ -65,7 +65,7 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.88 WIP" -#define IMGUI_VERSION_NUM 18719 +#define IMGUI_VERSION_NUM 18720 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE From d768b8c8121a1a0ad95eae51d6dbc394aee272df Mon Sep 17 00:00:00 2001 From: rokups Date: Wed, 4 May 2022 16:29:07 +0300 Subject: [PATCH 04/10] Backends: Metal: Align code more closely with other backends. OSX: Add missing return for mouse pos events. '#if __has_feature(objc_arc)' was removed as callback gets required reference via ImGui_ImplMetal_GetBackendData() so that weakref is not really needed. --- backends/imgui_impl_metal.h | 2 +- backends/imgui_impl_metal.mm | 465 +++++++++++++++-------------------- backends/imgui_impl_osx.mm | 1 + 3 files changed, 207 insertions(+), 261 deletions(-) diff --git a/backends/imgui_impl_metal.h b/backends/imgui_impl_metal.h index 469516b4..12a67b61 100644 --- a/backends/imgui_impl_metal.h +++ b/backends/imgui_impl_metal.h @@ -24,7 +24,7 @@ IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); -IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandBuffer, id commandEncoder); diff --git a/backends/imgui_impl_metal.mm b/backends/imgui_impl_metal.mm index 6d369bfd..7023f43f 100644 --- a/backends/imgui_impl_metal.mm +++ b/backends/imgui_impl_metal.mm @@ -35,46 +35,33 @@ // A wrapper around a MTLBuffer object that knows the last time it was reused @interface MetalBuffer : NSObject @property (nonatomic, strong) id buffer; -@property (nonatomic, assign) double lastReuseTime; +@property (nonatomic, assign) double lastReuseTime; - (instancetype)initWithBuffer:(id)buffer; @end // An object that encapsulates the data necessary to uniquely identify a // render pipeline state. These are used as cache keys. @interface FramebufferDescriptor : NSObject -@property (nonatomic, assign) unsigned long sampleCount; +@property (nonatomic, assign) unsigned long sampleCount; @property (nonatomic, assign) MTLPixelFormat colorPixelFormat; @property (nonatomic, assign) MTLPixelFormat depthPixelFormat; @property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; -- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor; +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; @end // A singleton that stores long-lived objects that are needed by the Metal // renderer backend. Stores the render pipeline state cache and the default // font texture, and manages the reusable buffer cache. @interface MetalContext : NSObject -@property (nonatomic, strong) id device; -@property (nonatomic, strong) id depthStencilState; -@property (nonatomic, strong) FramebufferDescriptor *framebufferDescriptor; // framebuffer descriptor for current frame; transient -@property (nonatomic, strong) NSMutableDictionary *renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors -@property (nonatomic, strong, nullable) id fontTexture; -@property (nonatomic, strong) NSMutableArray *bufferCache; -@property (nonatomic, assign) double lastBufferCachePurge; -- (void)makeDeviceObjectsWithDevice:(id)device; -- (void)makeFontTextureWithDevice:(id)device; -- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; -- (void)enqueueReusableBuffer:(MetalBuffer *)buffer; -- (id)renderPipelineStateForFrameAndDevice:(id)device; -- (void)emptyRenderPipelineStateCache; -- (void)setupRenderState:(ImDrawData *)drawData - commandBuffer:(id)commandBuffer - commandEncoder:(id)commandEncoder - renderPipelineState:(id)renderPipelineState - vertexBuffer:(MetalBuffer *)vertexBuffer - vertexBufferOffset:(size_t)vertexBufferOffset; -- (void)renderDrawData:(ImDrawData *)drawData - commandBuffer:(id)commandBuffer - commandEncoder:(id)commandEncoder; +@property (nonatomic, strong) id device; +@property (nonatomic, strong) id depthStencilState; +@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient +@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors +@property (nonatomic, strong, nullable) id fontTexture; +@property (nonatomic, strong) NSMutableArray* bufferCache; +@property (nonatomic, assign) double lastBufferCachePurge; +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device; @end struct ImGui_ImplMetal_Data @@ -148,7 +135,7 @@ void ImGui_ImplMetal_Shutdown() ImGui_ImplMetal_DestroyBackendData(); } -void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor) +void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); @@ -158,19 +145,186 @@ void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor) ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); } +static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, + id commandEncoder, id renderPipelineState, + MetalBuffer* vertexBuffer, size_t vertexBufferOffset) +{ + IM_UNUSED(commandBuffer); + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + [commandEncoder setCullMode:MTLCullModeNone]; + [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState]; + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to + // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + MTLViewport viewport = + { + .originX = 0.0, + .originY = 0.0, + .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), + .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), + .znear = 0.0, + .zfar = 1.0 + }; + [commandEncoder setViewport:viewport]; + + float L = drawData->DisplayPos.x; + float R = drawData->DisplayPos.x + drawData->DisplaySize.x; + float T = drawData->DisplayPos.y; + float B = drawData->DisplayPos.y + drawData->DisplaySize.y; + float N = (float)viewport.znear; + float F = (float)viewport.zfar; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 1/(F-N), 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, + }; + [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; + + [commandEncoder setRenderPipelineState:renderPipelineState]; + + [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; + [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; +} + // Metal Render function. -void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id commandBuffer, id commandEncoder) +void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandBuffer, id commandEncoder) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - [bd->SharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder]; + MetalContext* ctx = bd->SharedMetalContext; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); + int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) + return; + + // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame + // The hit rate for this cache should be very near 100%. + id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; + if (renderPipelineState == nil) + { + // No luck; make a new render pipeline state + renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device]; + + // Cache render pipeline state for later reuse + ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; + } + + size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); + MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; + MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; + + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + size_t vertexBufferOffset = 0; + size_t indexBufferOffset = 0; + for (int n = 0; n < drawData->CmdListsCount; n++) + { + const ImDrawList* cmd_list = drawData->CmdLists[n]; + + memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as setScissorRect() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this + continue; + + // Apply scissor/clipping rectangle + MTLScissorRect scissorRect = + { + .x = NSUInteger(clip_min.x), + .y = NSUInteger(clip_min.y), + .width = NSUInteger(clip_max.x - clip_min.x), + .height = NSUInteger(clip_max.y - clip_min.y) + }; + [commandEncoder setScissorRect:scissorRect]; + + // Bind texture, Draw + if (ImTextureID tex_id = pcmd->GetTexID()) + [commandEncoder setFragmentTexture:(__bridge id)(tex_id) atIndex:0]; + + [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; + [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle + indexCount:pcmd->ElemCount + indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 + indexBuffer:indexBuffer.buffer + indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; + } + } + + vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); + indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); + } + + [commandBuffer addCompletedHandler:^(id) + { + dispatch_async(dispatch_get_main_queue(), ^{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + [bd->SharedMetalContext.bufferCache addObject:vertexBuffer]; + [bd->SharedMetalContext.bufferCache addObject:indexBuffer]; + }); + }]; } bool ImGui_ImplMetal_CreateFontsTexture(id device) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); - [bd->SharedMetalContext makeFontTextureWithDevice:device]; - io.Fonts->SetTexID((__bridge void *)bd->SharedMetalContext.fontTexture); // ImTextureID == void* + + // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. + // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. + // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. + // You can make that change in your implementation. + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm + width:(NSUInteger)width + height:(NSUInteger)height + mipmapped:NO]; + textureDescriptor.usage = MTLTextureUsageShaderRead; +#if TARGET_OS_OSX || TARGET_OS_MACCATALYST + textureDescriptor.storageMode = MTLStorageModeManaged; +#else + textureDescriptor.storageMode = MTLStorageModeShared; +#endif + id texture = [device newTextureWithDescriptor:textureDescriptor]; + [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; + bd->SharedMetalContext.fontTexture = texture; + io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void* return (bd->SharedMetalContext.fontTexture != nil); } @@ -186,7 +340,10 @@ void ImGui_ImplMetal_DestroyFontsTexture() bool ImGui_ImplMetal_CreateDeviceObjects(id device) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - [bd->SharedMetalContext makeDeviceObjectsWithDevice:device]; + MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; + depthStencilDescriptor.depthWriteEnabled = NO; + depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; + bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; ImGui_ImplMetal_CreateFontsTexture(device); return true; @@ -196,7 +353,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGui_ImplMetal_DestroyFontsTexture(); - [bd->SharedMetalContext emptyRenderPipelineStateCache]; + [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; } #pragma mark - MetalBuffer implementation @@ -216,7 +373,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() #pragma mark - FramebufferDescriptor implementation @implementation FramebufferDescriptor -- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor { if ((self = [super init])) { @@ -228,9 +385,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects() return self; } -- (nonnull id)copyWithZone:(nullable NSZone *)zone +- (nonnull id)copyWithZone:(nullable NSZone*)zone { - FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init]; + FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init]; copy.sampleCount = self.sampleCount; copy.colorPixelFormat = self.colorPixelFormat; copy.depthPixelFormat = self.depthPixelFormat; @@ -250,7 +407,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() - (BOOL)isEqual:(id)object { - FramebufferDescriptor *other = object; + FramebufferDescriptor* other = object; if (![other isKindOfClass:[FramebufferDescriptor class]]) return NO; return other.sampleCount == self.sampleCount && @@ -264,7 +421,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects() #pragma mark - MetalContext implementation @implementation MetalContext -- (instancetype)init { +- (instancetype)init +{ if ((self = [super init])) { _renderPipelineStateCache = [NSMutableDictionary dictionary]; @@ -274,61 +432,24 @@ void ImGui_ImplMetal_DestroyDeviceObjects() return self; } -- (void)makeDeviceObjectsWithDevice:(id)device -{ - MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; - depthStencilDescriptor.depthWriteEnabled = NO; - depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; - self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; -} - -// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. -// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. -// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. -// You can make that change in your implementation. -- (void)makeFontTextureWithDevice:(id)device -{ - ImGuiIO &io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm - width:(NSUInteger)width - height:(NSUInteger)height - mipmapped:NO]; - textureDescriptor.usage = MTLTextureUsageShaderRead; -#if TARGET_OS_OSX || TARGET_OS_MACCATALYST - textureDescriptor.storageMode = MTLStorageModeManaged; -#else - textureDescriptor.storageMode = MTLStorageModeShared; -#endif - id texture = [device newTextureWithDescriptor:textureDescriptor]; - [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; - self.fontTexture = texture; -} - -- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device { uint64_t now = GetMachAbsoluteTimeInSeconds(); // Purge old buffers that haven't been useful for a while if (now - self.lastBufferCachePurge > 1.0) { - NSMutableArray *survivors = [NSMutableArray array]; - for (MetalBuffer *candidate in self.bufferCache) - { + NSMutableArray* survivors = [NSMutableArray array]; + for (MetalBuffer* candidate in self.bufferCache) if (candidate.lastReuseTime > self.lastBufferCachePurge) - { [survivors addObject:candidate]; - } - } self.bufferCache = [survivors mutableCopy]; self.lastBufferCachePurge = now; } // See if we have a buffer we can reuse - MetalBuffer *bestCandidate = nil; - for (MetalBuffer *candidate in self.bufferCache) + MetalBuffer* bestCandidate = nil; + for (MetalBuffer* candidate in self.bufferCache) if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) bestCandidate = candidate; @@ -344,34 +465,12 @@ void ImGui_ImplMetal_DestroyDeviceObjects() return [[MetalBuffer alloc] initWithBuffer:backing]; } -- (void)enqueueReusableBuffer:(MetalBuffer *)buffer -{ - [self.bufferCache addObject:buffer]; -} - -- (_Nullable id)renderPipelineStateForFrameAndDevice:(id)device -{ - // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame - // The hit rate for this cache should be very near 100%. - id renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor]; - - if (renderPipelineState == nil) - { - // No luck; make a new render pipeline state - renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device]; - // Cache render pipeline state for later reuse - self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState; - } - - return renderPipelineState; -} - // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. -- (id)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id)device +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device { - NSError *error = nil; + NSError* error = nil; - NSString *shaderSource = @"" + NSString* shaderSource = @"" "#include \n" "using namespace metal;\n" "\n" @@ -423,7 +522,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() return nil; } - MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; + MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos); vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position vertexDescriptor.attributes[0].bufferIndex = 0; @@ -437,7 +536,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); - MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; + MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; pipelineDescriptor.vertexFunction = vertexFunction; pipelineDescriptor.fragmentFunction = fragmentFunction; pipelineDescriptor.vertexDescriptor = vertexDescriptor; @@ -455,163 +554,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects() id renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; if (error != nil) - { NSLog(@"Error: failed to create Metal pipeline state: %@", error); - } return renderPipelineState; } -- (void)emptyRenderPipelineStateCache -{ - [self.renderPipelineStateCache removeAllObjects]; -} - -- (void)setupRenderState:(ImDrawData *)drawData - commandBuffer:(id)commandBuffer - commandEncoder:(id)commandEncoder - renderPipelineState:(id)renderPipelineState - vertexBuffer:(MetalBuffer *)vertexBuffer - vertexBufferOffset:(size_t)vertexBufferOffset -{ - ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - [commandEncoder setCullMode:MTLCullModeNone]; - [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState]; - - // Setup viewport, orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to - // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. - MTLViewport viewport = - { - .originX = 0.0, - .originY = 0.0, - .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), - .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), - .znear = 0.0, - .zfar = 1.0 - }; - [commandEncoder setViewport:viewport]; - - float L = drawData->DisplayPos.x; - float R = drawData->DisplayPos.x + drawData->DisplaySize.x; - float T = drawData->DisplayPos.y; - float B = drawData->DisplayPos.y + drawData->DisplaySize.y; - float N = (float)viewport.znear; - float F = (float)viewport.zfar; - const float ortho_projection[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, - { 0.0f, 0.0f, 1/(F-N), 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, - }; - [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; - - [commandEncoder setRenderPipelineState:renderPipelineState]; - - [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; - [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; -} - -- (void)renderDrawData:(ImDrawData *)drawData - commandBuffer:(id)commandBuffer - commandEncoder:(id)commandEncoder -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); - int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) - return; - - id renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device]; - - size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); - size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); - MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; - MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; - - [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0]; - - // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) - - // Render command lists - size_t vertexBufferOffset = 0; - size_t indexBufferOffset = 0; - for (int n = 0; n < drawData->CmdListsCount; n++) - { - const ImDrawList* cmd_list = drawData->CmdLists[n]; - - memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset]; - else - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); - ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); - - // Clamp to viewport as setScissorRect() won't accept values that are off bounds - if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } - if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } - if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } - if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } - if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) - continue; - if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this - continue; - - // Apply scissor/clipping rectangle - MTLScissorRect scissorRect = - { - .x = NSUInteger(clip_min.x), - .y = NSUInteger(clip_min.y), - .width = NSUInteger(clip_max.x - clip_min.x), - .height = NSUInteger(clip_max.y - clip_min.y) - }; - [commandEncoder setScissorRect:scissorRect]; - - // Bind texture, Draw - if (ImTextureID tex_id = pcmd->GetTexID()) - [commandEncoder setFragmentTexture:(__bridge id)(tex_id) atIndex:0]; - - [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; - [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle - indexCount:pcmd->ElemCount - indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 - indexBuffer:indexBuffer.buffer - indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; - } - } - - vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); - indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); - } -#if __has_feature(objc_arc) - __weak id weakSelf = self; -#else - __unsafe_unretained id weakSelf = self; -#endif - [commandBuffer addCompletedHandler:^(id) - { - dispatch_async(dispatch_get_main_queue(), ^{ - [weakSelf enqueueReusableBuffer:vertexBuffer]; - [weakSelf enqueueReusableBuffer:indexBuffer]; - }); - }]; -} - @end diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm index fa4807f5..597eb855 100644 --- a/backends/imgui_impl_osx.mm +++ b/backends/imgui_impl_osx.mm @@ -620,6 +620,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) mousePoint = [view convertPoint:mousePoint fromView:nil]; mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y); + return io.WantCaptureMouse; } if (event.type == NSEventTypeScrollWheel) From 4db55f88e81278231578677fe0a41910ee4da808 Mon Sep 17 00:00:00 2001 From: BttrDrgn <49764143+BttrDrgn@users.noreply.github.com> Date: Fri, 6 May 2022 02:47:18 -0500 Subject: [PATCH 05/10] Changed FONT.md edit to blob (#5290) Stop from opening the editor for freetype/README.md --- misc/freetype/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/misc/freetype/README.md b/misc/freetype/README.md index 84f6dd06..5fcfc2d7 100644 --- a/misc/freetype/README.md +++ b/misc/freetype/README.md @@ -32,6 +32,6 @@ Small, thin anti-aliased fonts typically benefit a lot from FreeType's hinting: ### Colorful glyphs/emojis You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See the -["Using Colorful Glyphs/Emojis"](https://github.com/ocornut/imgui/edit/master/docs/FONTS.md#using-colorful-glyphsemojis) section of FONTS.md. +["Using Colorful Glyphs/Emojis"](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#using-colorful-glyphsemojis) section of FONTS.md. ![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png) From 9779cc2fe273c4ea96b9763fcd54f14b8cbae561 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 5 May 2022 17:08:20 +0200 Subject: [PATCH 06/10] Internals: shallow changes to simplify diff of upcoming commits. Should have no side-effect. --- docs/README.md | 3 +-- imgui.cpp | 48 ++++++++++++++++++++++++++++------------------- imgui_internal.h | 19 +++++++++++-------- imgui_widgets.cpp | 26 +++++++++++++------------ 4 files changed, 55 insertions(+), 41 deletions(-) diff --git a/docs/README.md b/docs/README.md index 9f9583b2..305466a4 100644 --- a/docs/README.md +++ b/docs/README.md @@ -236,8 +236,7 @@ Credits Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita). -Recurring contributors (2022): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups). -A large portion of work on automation systems, regression tests and other features are currently unpublished. +Recurring contributors (2022): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups) (a large portion of work on automation systems, regression tests and other features are currently unpublished). Sponsoring, support contracts and other B2B transactions are hosted and handled by [Lizardcube](https://www.lizardcube.com). diff --git a/imgui.cpp b/imgui.cpp index 7d8c798f..2075f1c6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4070,7 +4070,9 @@ void ImGui::UpdateMouseWheel() } } - if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) + float wheel_x = g.IO.MouseWheelH; + float wheel_y = g.IO.MouseWheel; + if (wheel_x == 0.0f && wheel_y == 0.0f) return; if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) @@ -4082,7 +4084,7 @@ void ImGui::UpdateMouseWheel() // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. - if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { StartLockWheelingWindow(window); const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); @@ -4106,8 +4108,11 @@ void ImGui::UpdateMouseWheel() // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead // (we avoid doing it on OSX as it the OS input layer handles this already) const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; - const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; - const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; + if (swap_axis) + { + wheel_x = wheel_y; + wheel_y = 0.0f; + } // Vertical Mouse Wheel scrolling if (wheel_y != 0.0f) @@ -7574,14 +7579,6 @@ const char* ImGui::GetKeyName(ImGuiKey key) return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; } -// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. -// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) -bool ImGui::IsKeyDown(ImGuiKey key) -{ - const ImGuiKeyData* key_data = GetKeyData(key); - return key_data->Down; -} - // t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) // t1 = current time (e.g.: g.Time) // An event is triggered at: @@ -7608,22 +7605,35 @@ int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_ra return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); } +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + return true; +} + bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) { ImGuiContext& g = *GImGui; const ImGuiKeyData* key_data = GetKeyData(key); const float t = key_data->DownDuration; - if (t == 0.0f) - return true; - if (repeat && t > g.IO.KeyRepeatDelay) - return GetKeyPressedAmount(key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; - return false; + if (t < 0.0f) + return false; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && GetKeyPressedAmount(key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + return true; } bool ImGui::IsKeyReleased(ImGuiKey key) { const ImGuiKeyData* key_data = GetKeyData(key); - return key_data->DownDurationPrev >= 0.0f && !key_data->Down; + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + return true; } bool ImGui::IsMouseDown(ImGuiMouseButton button) @@ -12159,7 +12169,7 @@ void ImGui::DebugTextEncoding(const char* str) if (GetFont()->FindGlyphNoFallback((ImWchar)c)) TextUnformatted(p, p + c_utf8_len); else - TextUnformatted("[missing]"); + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); TableNextColumn(); Text("U+%04X", (int)c); p += c_utf8_len; diff --git a/imgui_internal.h b/imgui_internal.h index 4ad43dee..3185cb6b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1612,10 +1612,6 @@ struct ImGuiContext bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; - bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window. - ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) - ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. - ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) @@ -1627,6 +1623,12 @@ struct ImGuiContext ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + // Input Ownership + bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window. + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. + ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. + // Next window/item data ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions @@ -1848,10 +1850,6 @@ struct ImGuiContext ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; - ActiveIdUsingMouseWheel = false; - ActiveIdUsingNavDirMask = 0x00; - ActiveIdUsingNavInputMask = 0x00; - ActiveIdUsingKeyInputMask.ClearAllBits(); ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; @@ -1863,6 +1861,11 @@ struct ImGuiContext LastActiveId = 0; LastActiveIdTimer = 0.0f; + ActiveIdUsingMouseWheel = false; + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingNavInputMask = 0x00; + ActiveIdUsingKeyInputMask.ClearAllBits(); + CurrentItemFlags = ImGuiItemFlags_None; BeginMenuCount = 0; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 78fed5e6..9b59cfde 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -548,13 +548,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { // Poll buttons int mouse_button_clicked = -1; - int mouse_button_released = -1; if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } - if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } - else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } - else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } if (mouse_button_clicked != -1 && g.ActiveId != id) { @@ -579,15 +575,21 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool FocusWindow(window); } } - if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) + if (flags & ImGuiButtonFlags_PressedOnRelease) { - // Repeat mode trumps on release behavior - const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; - if (!has_repeated_at_least_once) - pressed = true; - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); - ClearActiveID(); + int mouse_button_released = -1; + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + ClearActiveID(); + } } // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). From 9e0517a134ff61f6d091d9a3d3f35d61eaa3b904 Mon Sep 17 00:00:00 2001 From: ocornut Date: Fri, 13 May 2022 17:18:06 +0200 Subject: [PATCH 07/10] DrawList: Fixed divide-by-zero or glitches with Radius/Rounding values close to zero. (#5249, #5293, #3491) Amend 8ed34af6f8a8ece92c2f122667eaf1af6d828278 --- docs/CHANGELOG.txt | 3 ++- imgui.h | 2 +- imgui_draw.cpp | 16 ++++++++-------- imgui_internal.h | 1 - 4 files changed, 11 insertions(+), 11 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a7cc0453..be48e9df 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -85,8 +85,9 @@ Other Changes: always lead to menu closure. Fixes using items that are not MenuItem() or BeginItem() at the root level of a popup with a child menu opened. - Stack Tool: Added option to copy item path to clipboard. (#4631) -- Drawlist: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd] +- DrawList: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd] - DrawList: Fixed texture-based anti-aliasing path with RGBA textures (#5132, #3245) [@cfillion] +- DrawList: Fixed divide-by-zero or glitches with Radius/Rounding values close to zero. (#5249, #5293, #3491) - Debug: Added DebugTextEncoding() function to facilitate diagnosing issues when not sure about whether you have a UTF-8 text encoding issue or a font loading issue. [@LaMarche05, @ocornut] - Metrics: Added a "UTF-8 Encoding Viewer" section using the aforementioned DebugTextEncoding() function. diff --git a/imgui.h b/imgui.h index ecfac1ac..d599199c 100644 --- a/imgui.h +++ b/imgui.h @@ -65,7 +65,7 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.88 WIP" -#define IMGUI_VERSION_NUM 18720 +#define IMGUI_VERSION_NUM 18721 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 387bf193..6fefe2dd 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -393,7 +393,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) { const float radius = (float)i; - CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); } ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } @@ -1058,7 +1058,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1150,7 +1150,7 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_ void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1169,7 +1169,7 @@ void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, fl // 0: East, 3: South, 6: West, 9: North, 12: East void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1179,7 +1179,7 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1360,7 +1360,7 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PathLineTo(a); PathLineTo(ImVec2(b.x, a.y)); @@ -1406,7 +1406,7 @@ void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 c { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PrimReserve(6, 4); PrimRect(p_min, p_max, col); @@ -1646,7 +1646,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi return; flags = FixRectCornerFlags(flags); - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; diff --git a/imgui_internal.h b/imgui_internal.h index 3185cb6b..ba1d9a06 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -694,7 +694,6 @@ struct ImChunkStream // // Rendering circles with an odd number of segments, while mathematically correct will produce // asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) -// #define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 From 507a87354b8984fe593094e15db34c939e60c95f Mon Sep 17 00:00:00 2001 From: thedmd Date: Fri, 13 May 2022 17:20:37 +0200 Subject: [PATCH 08/10] DrawList: Circles disappear when using a radius < 0.5f (#3491) Amend 051ce0765ef8569729c9ae9b3d466132f9010b89 --- docs/CHANGELOG.txt | 1 + imgui_draw.cpp | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index be48e9df..9d16c4c2 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -88,6 +88,7 @@ Other Changes: - DrawList: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd] - DrawList: Fixed texture-based anti-aliasing path with RGBA textures (#5132, #3245) [@cfillion] - DrawList: Fixed divide-by-zero or glitches with Radius/Rounding values close to zero. (#5249, #5293, #3491) +- DrawList: Circle with a radius smaller than 0.5f won't appear, to be consistent with other primitives. [@thedmd] - Debug: Added DebugTextEncoding() function to facilitate diagnosing issues when not sure about whether you have a UTF-8 text encoding issue or a font loading issue. [@LaMarche05, @ocornut] - Metrics: Added a "UTF-8 Encoding Viewer" section using the aforementioned DebugTextEncoding() function. diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 6fefe2dd..0823b01e 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1482,7 +1482,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { - if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) return; if (num_segments <= 0) @@ -1506,7 +1506,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { - if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) return; if (num_segments <= 0) From b7686a88e950f95250c1e88e301bef1ebca22523 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Mon, 30 Aug 2021 13:59:43 +0300 Subject: [PATCH 09/10] Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. This change partially reverts 9770c8b21dbfb380e39fdcba4f62cf462da99d68. --- backends/imgui_impl_opengl3.cpp | 45 +++++ backends/imgui_impl_opengl3_loader.h | 245 +++++++++++++++------------ docs/CHANGELOG.txt | 2 + 3 files changed, 183 insertions(+), 109 deletions(-) diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index 901b5940..884544a5 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -14,6 +14,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-05-05: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. @@ -203,6 +204,35 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } +// OpenGL vertex attribute state +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +struct ImGui_ImplOpenGL3_VtxAttribState +{ + GLint Enabled; + GLint Size; + GLint Type; + GLint Normalized; + GLint Stride; + GLvoid* Ptr; +}; + +static void ImGui_ImplOpenGL3_BackupVertexAttribState(GLint index, ImGui_ImplOpenGL3_VtxAttribState* state) +{ + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &state->Enabled); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &state->Size); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &state->Type); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &state->Normalized); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &state->Stride); + glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &state->Ptr); +} + +static void ImGui_ImplOpenGL3_RestoreVertexAttribState(GLint index, ImGui_ImplOpenGL3_VtxAttribState* state) +{ + glVertexAttribPointer(index, state->Size, state->Type, state->Normalized, state->Stride, state->Ptr); + if (state->Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); +} +#endif + // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { @@ -400,6 +430,15 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); + + // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos, last_vtx_attrib_state_uv, last_vtx_attrib_state_color; + ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxPos, &last_vtx_attrib_state_pos); + ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxUV, &last_vtx_attrib_state_uv); + ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxColor, &last_vtx_attrib_state_color); +#endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif @@ -509,6 +548,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glBindVertexArray(last_vertex_array_object); #endif glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxPos, &last_vtx_attrib_state_pos); + ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxUV, &last_vtx_attrib_state_uv); + ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxColor, &last_vtx_attrib_state_color); +#endif glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); diff --git a/backends/imgui_impl_opengl3_loader.h b/backends/imgui_impl_opengl3_loader.h index e24760df..67ac389d 100644 --- a/backends/imgui_impl_opengl3_loader.h +++ b/backends/imgui_impl_opengl3_loader.h @@ -177,6 +177,7 @@ typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLFLUSHPROC) (void); typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); @@ -193,6 +194,7 @@ GLAPI void APIENTRY glClear (GLbitfield mask); GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); GLAPI void APIENTRY glDisable (GLenum cap); GLAPI void APIENTRY glEnable (GLenum cap); +GLAPI void APIENTRY glFlush (void); GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); GLAPI GLenum APIENTRY glGetError (void); @@ -244,6 +246,7 @@ typedef khronos_intptr_t GLintptr; #define GL_ARRAY_BUFFER 0x8892 #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_STREAM_DRAW 0x88E0 typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); @@ -264,7 +267,13 @@ typedef khronos_int16_t GLshort; typedef khronos_int8_t GLbyte; typedef khronos_uint16_t GLushort; #define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_COMPILE_STATUS 0x8B81 @@ -280,6 +289,7 @@ typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); @@ -287,6 +297,8 @@ typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei buf typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); @@ -302,6 +314,7 @@ GLAPI GLuint APIENTRY glCreateShader (GLenum type); GLAPI void APIENTRY glDeleteProgram (GLuint program); GLAPI void APIENTRY glDeleteShader (GLuint shader); GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); @@ -309,6 +322,8 @@ GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsize GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); GLAPI void APIENTRY glLinkProgram (GLuint program); GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); GLAPI void APIENTRY glUseProgram (GLuint program); @@ -437,122 +452,130 @@ GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); /* gl3w internal state */ union GL3WProcs { - GL3WglProc ptr[54]; + GL3WglProc ptr[58]; struct { - PFNGLACTIVETEXTUREPROC ActiveTexture; - PFNGLATTACHSHADERPROC AttachShader; - PFNGLBINDBUFFERPROC BindBuffer; - PFNGLBINDSAMPLERPROC BindSampler; - PFNGLBINDTEXTUREPROC BindTexture; - PFNGLBINDVERTEXARRAYPROC BindVertexArray; - PFNGLBLENDEQUATIONPROC BlendEquation; - PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; - PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; - PFNGLBUFFERDATAPROC BufferData; - PFNGLBUFFERSUBDATAPROC BufferSubData; - PFNGLCLEARPROC Clear; - PFNGLCLEARCOLORPROC ClearColor; - PFNGLCOMPILESHADERPROC CompileShader; - PFNGLCREATEPROGRAMPROC CreateProgram; - PFNGLCREATESHADERPROC CreateShader; - PFNGLDELETEBUFFERSPROC DeleteBuffers; - PFNGLDELETEPROGRAMPROC DeleteProgram; - PFNGLDELETESHADERPROC DeleteShader; - PFNGLDELETETEXTURESPROC DeleteTextures; - PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; - PFNGLDETACHSHADERPROC DetachShader; - PFNGLDISABLEPROC Disable; - PFNGLDRAWELEMENTSPROC DrawElements; - PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; - PFNGLENABLEPROC Enable; - PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; - PFNGLGENBUFFERSPROC GenBuffers; - PFNGLGENTEXTURESPROC GenTextures; - PFNGLGENVERTEXARRAYSPROC GenVertexArrays; - PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; - PFNGLGETERRORPROC GetError; - PFNGLGETINTEGERVPROC GetIntegerv; - PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; - PFNGLGETPROGRAMIVPROC GetProgramiv; - PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; - PFNGLGETSHADERIVPROC GetShaderiv; - PFNGLGETSTRINGPROC GetString; - PFNGLGETSTRINGIPROC GetStringi; - PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; - PFNGLISENABLEDPROC IsEnabled; - PFNGLLINKPROGRAMPROC LinkProgram; - PFNGLPIXELSTOREIPROC PixelStorei; - PFNGLPOLYGONMODEPROC PolygonMode; - PFNGLREADPIXELSPROC ReadPixels; - PFNGLSCISSORPROC Scissor; - PFNGLSHADERSOURCEPROC ShaderSource; - PFNGLTEXIMAGE2DPROC TexImage2D; - PFNGLTEXPARAMETERIPROC TexParameteri; - PFNGLUNIFORM1IPROC Uniform1i; - PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; - PFNGLUSEPROGRAMPROC UseProgram; - PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; - PFNGLVIEWPORTPROC Viewport; + PFNGLACTIVETEXTUREPROC ActiveTexture; + PFNGLATTACHSHADERPROC AttachShader; + PFNGLBINDBUFFERPROC BindBuffer; + PFNGLBINDSAMPLERPROC BindSampler; + PFNGLBINDTEXTUREPROC BindTexture; + PFNGLBINDVERTEXARRAYPROC BindVertexArray; + PFNGLBLENDEQUATIONPROC BlendEquation; + PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; + PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; + PFNGLBUFFERDATAPROC BufferData; + PFNGLBUFFERSUBDATAPROC BufferSubData; + PFNGLCLEARPROC Clear; + PFNGLCLEARCOLORPROC ClearColor; + PFNGLCOMPILESHADERPROC CompileShader; + PFNGLCREATEPROGRAMPROC CreateProgram; + PFNGLCREATESHADERPROC CreateShader; + PFNGLDELETEBUFFERSPROC DeleteBuffers; + PFNGLDELETEPROGRAMPROC DeleteProgram; + PFNGLDELETESHADERPROC DeleteShader; + PFNGLDELETETEXTURESPROC DeleteTextures; + PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; + PFNGLDETACHSHADERPROC DetachShader; + PFNGLDISABLEPROC Disable; + PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray; + PFNGLDRAWELEMENTSPROC DrawElements; + PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; + PFNGLENABLEPROC Enable; + PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; + PFNGLFLUSHPROC Flush; + PFNGLGENBUFFERSPROC GenBuffers; + PFNGLGENTEXTURESPROC GenTextures; + PFNGLGENVERTEXARRAYSPROC GenVertexArrays; + PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; + PFNGLGETERRORPROC GetError; + PFNGLGETINTEGERVPROC GetIntegerv; + PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; + PFNGLGETPROGRAMIVPROC GetProgramiv; + PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; + PFNGLGETSHADERIVPROC GetShaderiv; + PFNGLGETSTRINGPROC GetString; + PFNGLGETSTRINGIPROC GetStringi; + PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; + PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv; + PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv; + PFNGLISENABLEDPROC IsEnabled; + PFNGLLINKPROGRAMPROC LinkProgram; + PFNGLPIXELSTOREIPROC PixelStorei; + PFNGLPOLYGONMODEPROC PolygonMode; + PFNGLREADPIXELSPROC ReadPixels; + PFNGLSCISSORPROC Scissor; + PFNGLSHADERSOURCEPROC ShaderSource; + PFNGLTEXIMAGE2DPROC TexImage2D; + PFNGLTEXPARAMETERIPROC TexParameteri; + PFNGLUNIFORM1IPROC Uniform1i; + PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; + PFNGLUSEPROGRAMPROC UseProgram; + PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; + PFNGLVIEWPORTPROC Viewport; } gl; }; GL3W_API extern union GL3WProcs imgl3wProcs; /* OpenGL functions */ -#define glActiveTexture imgl3wProcs.gl.ActiveTexture -#define glAttachShader imgl3wProcs.gl.AttachShader -#define glBindBuffer imgl3wProcs.gl.BindBuffer -#define glBindSampler imgl3wProcs.gl.BindSampler -#define glBindTexture imgl3wProcs.gl.BindTexture -#define glBindVertexArray imgl3wProcs.gl.BindVertexArray -#define glBlendEquation imgl3wProcs.gl.BlendEquation -#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate -#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate -#define glBufferData imgl3wProcs.gl.BufferData -#define glBufferSubData imgl3wProcs.gl.BufferSubData -#define glClear imgl3wProcs.gl.Clear -#define glClearColor imgl3wProcs.gl.ClearColor -#define glCompileShader imgl3wProcs.gl.CompileShader -#define glCreateProgram imgl3wProcs.gl.CreateProgram -#define glCreateShader imgl3wProcs.gl.CreateShader -#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers -#define glDeleteProgram imgl3wProcs.gl.DeleteProgram -#define glDeleteShader imgl3wProcs.gl.DeleteShader -#define glDeleteTextures imgl3wProcs.gl.DeleteTextures -#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays -#define glDetachShader imgl3wProcs.gl.DetachShader -#define glDisable imgl3wProcs.gl.Disable -#define glDrawElements imgl3wProcs.gl.DrawElements -#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex -#define glEnable imgl3wProcs.gl.Enable -#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray -#define glGenBuffers imgl3wProcs.gl.GenBuffers -#define glGenTextures imgl3wProcs.gl.GenTextures -#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays -#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation -#define glGetError imgl3wProcs.gl.GetError -#define glGetIntegerv imgl3wProcs.gl.GetIntegerv -#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog -#define glGetProgramiv imgl3wProcs.gl.GetProgramiv -#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog -#define glGetShaderiv imgl3wProcs.gl.GetShaderiv -#define glGetString imgl3wProcs.gl.GetString -#define glGetStringi imgl3wProcs.gl.GetStringi -#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation -#define glIsEnabled imgl3wProcs.gl.IsEnabled -#define glLinkProgram imgl3wProcs.gl.LinkProgram -#define glPixelStorei imgl3wProcs.gl.PixelStorei -#define glPolygonMode imgl3wProcs.gl.PolygonMode -#define glReadPixels imgl3wProcs.gl.ReadPixels -#define glScissor imgl3wProcs.gl.Scissor -#define glShaderSource imgl3wProcs.gl.ShaderSource -#define glTexImage2D imgl3wProcs.gl.TexImage2D -#define glTexParameteri imgl3wProcs.gl.TexParameteri -#define glUniform1i imgl3wProcs.gl.Uniform1i -#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv -#define glUseProgram imgl3wProcs.gl.UseProgram -#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer -#define glViewport imgl3wProcs.gl.Viewport +#define glActiveTexture imgl3wProcs.gl.ActiveTexture +#define glAttachShader imgl3wProcs.gl.AttachShader +#define glBindBuffer imgl3wProcs.gl.BindBuffer +#define glBindSampler imgl3wProcs.gl.BindSampler +#define glBindTexture imgl3wProcs.gl.BindTexture +#define glBindVertexArray imgl3wProcs.gl.BindVertexArray +#define glBlendEquation imgl3wProcs.gl.BlendEquation +#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate +#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate +#define glBufferData imgl3wProcs.gl.BufferData +#define glBufferSubData imgl3wProcs.gl.BufferSubData +#define glClear imgl3wProcs.gl.Clear +#define glClearColor imgl3wProcs.gl.ClearColor +#define glCompileShader imgl3wProcs.gl.CompileShader +#define glCreateProgram imgl3wProcs.gl.CreateProgram +#define glCreateShader imgl3wProcs.gl.CreateShader +#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers +#define glDeleteProgram imgl3wProcs.gl.DeleteProgram +#define glDeleteShader imgl3wProcs.gl.DeleteShader +#define glDeleteTextures imgl3wProcs.gl.DeleteTextures +#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays +#define glDetachShader imgl3wProcs.gl.DetachShader +#define glDisable imgl3wProcs.gl.Disable +#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray +#define glDrawElements imgl3wProcs.gl.DrawElements +#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex +#define glEnable imgl3wProcs.gl.Enable +#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray +#define glFlush imgl3wProcs.gl.Flush +#define glGenBuffers imgl3wProcs.gl.GenBuffers +#define glGenTextures imgl3wProcs.gl.GenTextures +#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays +#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation +#define glGetError imgl3wProcs.gl.GetError +#define glGetIntegerv imgl3wProcs.gl.GetIntegerv +#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog +#define glGetProgramiv imgl3wProcs.gl.GetProgramiv +#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog +#define glGetShaderiv imgl3wProcs.gl.GetShaderiv +#define glGetString imgl3wProcs.gl.GetString +#define glGetStringi imgl3wProcs.gl.GetStringi +#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation +#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv +#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv +#define glIsEnabled imgl3wProcs.gl.IsEnabled +#define glLinkProgram imgl3wProcs.gl.LinkProgram +#define glPixelStorei imgl3wProcs.gl.PixelStorei +#define glPolygonMode imgl3wProcs.gl.PolygonMode +#define glReadPixels imgl3wProcs.gl.ReadPixels +#define glScissor imgl3wProcs.gl.Scissor +#define glShaderSource imgl3wProcs.gl.ShaderSource +#define glTexImage2D imgl3wProcs.gl.TexImage2D +#define glTexParameteri imgl3wProcs.gl.TexParameteri +#define glUniform1i imgl3wProcs.gl.Uniform1i +#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv +#define glUseProgram imgl3wProcs.gl.UseProgram +#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer +#define glViewport imgl3wProcs.gl.Viewport #ifdef __cplusplus } @@ -709,10 +732,12 @@ static const char *proc_names[] = { "glDeleteVertexArrays", "glDetachShader", "glDisable", + "glDisableVertexAttribArray", "glDrawElements", "glDrawElementsBaseVertex", "glEnable", "glEnableVertexAttribArray", + "glFlush", "glGenBuffers", "glGenTextures", "glGenVertexArrays", @@ -726,6 +751,8 @@ static const char *proc_names[] = { "glGetString", "glGetStringi", "glGetUniformLocation", + "glGetVertexAttribPointerv", + "glGetVertexAttribiv", "glIsEnabled", "glLinkProgram", "glPixelStorei", diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9d16c4c2..c21683f1 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -249,6 +249,8 @@ Other Changes: - Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk] It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers. - Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems. [@rokups] +- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex + attribute states. [@rokups] - Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz] Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. - Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but From 60bea052a92cbb4a93b221002fdf04f0da3698e1 Mon Sep 17 00:00:00 2001 From: ocornut Date: Fri, 13 May 2022 18:04:06 +0200 Subject: [PATCH 10/10] Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. (amends) --- backends/imgui_impl_opengl3.cpp | 57 +++++++++++++++------------------ docs/CHANGELOG.txt | 4 +-- 2 files changed, 27 insertions(+), 34 deletions(-) diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index 884544a5..0347e1d0 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -14,7 +14,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2022-05-05: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. +// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. @@ -204,33 +204,28 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } -// OpenGL vertex attribute state +// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY struct ImGui_ImplOpenGL3_VtxAttribState { - GLint Enabled; - GLint Size; - GLint Type; - GLint Normalized; - GLint Stride; + GLint Enabled, Size, Type, Normalized, Stride; GLvoid* Ptr; -}; - -static void ImGui_ImplOpenGL3_BackupVertexAttribState(GLint index, ImGui_ImplOpenGL3_VtxAttribState* state) -{ - glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &state->Enabled); - glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &state->Size); - glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &state->Type); - glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &state->Normalized); - glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &state->Stride); - glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &state->Ptr); -} -static void ImGui_ImplOpenGL3_RestoreVertexAttribState(GLint index, ImGui_ImplOpenGL3_VtxAttribState* state) -{ - glVertexAttribPointer(index, state->Size, state->Type, state->Normalized, state->Stride, state->Ptr); - if (state->Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); -} + void GetState(GLint index) + { + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride); + glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr); + } + void SetState(GLint index) + { + glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr); + if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); + } +}; #endif // Functions @@ -430,14 +425,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); - - // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); - ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos, last_vtx_attrib_state_uv, last_vtx_attrib_state_color; - ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxPos, &last_vtx_attrib_state_pos); - ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxUV, &last_vtx_attrib_state_uv); - ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxColor, &last_vtx_attrib_state_color); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); #endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); @@ -550,9 +543,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); - ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxPos, &last_vtx_attrib_state_pos); - ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxUV, &last_vtx_attrib_state_uv); - ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxColor, &last_vtx_attrib_state_color); + last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); + last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); + last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); #endif glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c21683f1..5400e048 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -113,6 +113,8 @@ Other Changes: - Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd] - Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with multiple contexts. (#5203, #5221, #4141) [@noisewuwei] +- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING + and vertex attribute states. [@rokups] - Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632) - Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821) @@ -249,8 +251,6 @@ Other Changes: - Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk] It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers. - Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems. [@rokups] -- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex - attribute states. [@rokups] - Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz] Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. - Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but