update Dear ImGui to 1.91.9
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32 changed files with 2893 additions and 2277 deletions
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@ -22,6 +22,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429)
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// 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
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// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat.
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// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
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@ -78,6 +79,8 @@ struct ImGui_ImplDX12_Data
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ID3D12Device* pd3dDevice;
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ID3D12RootSignature* pRootSignature;
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ID3D12PipelineState* pPipelineState;
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ID3D12CommandQueue* pCommandQueue;
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bool commandQueueOwned;
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DXGI_FORMAT RTVFormat;
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DXGI_FORMAT DSVFormat;
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ID3D12DescriptorHeap* pd3dSrvDescHeap;
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@ -210,8 +213,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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}
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// Setup viewport
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D3D12_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D12_VIEWPORT));
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D3D12_VIEWPORT vp = {};
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vp.Width = draw_data->DisplaySize.x;
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vp.Height = draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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@ -222,14 +224,12 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
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D3D12_VERTEX_BUFFER_VIEW vbv = {};
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vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
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vbv.SizeInBytes = fr->VertexBufferSize * stride;
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vbv.StrideInBytes = stride;
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command_list->IASetVertexBuffers(0, 1, &vbv);
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D3D12_INDEX_BUFFER_VIEW ibv;
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memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
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D3D12_INDEX_BUFFER_VIEW ibv = {};
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ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
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ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
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ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
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@ -270,13 +270,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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{
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SafeRelease(fr->VertexBuffer);
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fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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D3D12_HEAP_PROPERTIES props = {};
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props.Type = D3D12_HEAP_TYPE_UPLOAD;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
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D3D12_RESOURCE_DESC desc = {};
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
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desc.Height = 1;
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@ -293,13 +291,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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{
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SafeRelease(fr->IndexBuffer);
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fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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D3D12_HEAP_PROPERTIES props = {};
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props.Type = D3D12_HEAP_TYPE_UPLOAD;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
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D3D12_RESOURCE_DESC desc = {};
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
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desc.Height = 1;
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@ -407,8 +403,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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// Upload texture to graphics system
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ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
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{
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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D3D12_HEAP_PROPERTIES props = {};
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props.Type = D3D12_HEAP_TYPE_DEFAULT;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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@ -507,7 +502,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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hr = cmdList->Close();
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IM_ASSERT(SUCCEEDED(hr));
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ID3D12CommandQueue* cmdQueue = bd->InitInfo.CommandQueue;
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ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
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cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
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hr = cmdQueue->Signal(fence, 1);
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IM_ASSERT(SUCCEEDED(hr));
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@ -635,8 +630,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
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memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.NodeMask = 1;
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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psoDesc.pRootSignature = bd->pRootSignature;
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@ -786,6 +780,9 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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if (!bd || !bd->pd3dDevice)
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return;
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if (bd->commandQueueOwned)
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SafeRelease(bd->pCommandQueue);
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bd->commandQueueOwned = false;
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SafeRelease(bd->pRootSignature);
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SafeRelease(bd->pPipelineState);
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@ -809,6 +806,8 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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init_info = &bd->InitInfo;
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bd->pd3dDevice = init_info->Device;
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IM_ASSERT(init_info->CommandQueue != NULL);
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bd->pCommandQueue = init_info->CommandQueue;
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bd->RTVFormat = init_info->RTVFormat;
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bd->DSVFormat = init_info->DSVFormat;
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bd->numFramesInFlight = init_info->NumFramesInFlight;
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@ -834,7 +833,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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IM_ASSERT(bd->LegacySingleDescriptorUsed == false);
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IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!");
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*out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
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*out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
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bd->LegacySingleDescriptorUsed = true;
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@ -866,8 +865,19 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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init_info.RTVFormat = rtv_format;
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init_info.SrvDescriptorHeap = srv_descriptor_heap;
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init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle;
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init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;;
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return ImGui_ImplDX12_Init(&init_info);
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init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queueDesc.NodeMask = 1;
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HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue));
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IM_ASSERT(SUCCEEDED(hr));
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bool ret = ImGui_ImplDX12_Init(&init_info);
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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bd->commandQueueOwned = true;
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return ret;
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}
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#endif
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@ -919,7 +929,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
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viewport->RendererUserData = vd;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
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// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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