"Fossies" - the Fresh Open Source Software Archive  

Source code changes of the file "backends/imgui_impl_metal.mm" between
imgui-1.86.tar.gz and imgui-1.87.tar.gz

About: Dear ImGui is a bloat-free Graphical User Interface for C++ with minimal dependencies.

imgui_impl_metal.mm  (imgui-1.86):imgui_impl_metal.mm  (imgui-1.87)
skipping to change at line 15 skipping to change at line 15
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read th e FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read th e FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ fold er for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ fold er for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs // Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can
technically be manufactured by user code).
// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_
METAL_CPP' in your imconfig.h file.
// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464) // 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a cal l to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a cal l to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: Metal: Change blending equation to preserve alpha in output buff er. // 2021-02-18: Metal: Change blending equation to preserve alpha in output buff er.
// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst. // 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGu iBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGu iBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data- >FramebufferScale to allow multi-viewports for retina display. // 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data- >FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed i n the About Window. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed i n the About Window.
// 2018-07-05: Metal: Added new Metal backend implementation. // 2018-07-05: Metal: Added new Metal backend implementation.
skipping to change at line 80 skipping to change at line 82
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
vertexBuffer:(MetalBuffer *)vertexBuffer vertexBuffer:(MetalBuffer *)vertexBuffer
vertexBufferOffset:(size_t)vertexBufferOffset; vertexBufferOffset:(size_t)vertexBufferOffset;
- (void)renderDrawData:(ImDrawData *)drawData - (void)renderDrawData:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder; commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
@end @end
static MetalContext *g_sharedMetalContext = nil; static MetalContext *g_sharedMetalContext = nil;
#pragma mark - ImGui API implementation #ifdef IMGUI_IMPL_METAL_CPP
#pragma mark - Dear ImGui Metal C++ Backend API
bool ImGui_ImplMetal_Init(MTL::Device* device)
{
return ImGui_ImplMetal_Init((id<MTLDevice>)(device));
}
void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
{
ImGui_ImplMetal_NewFrame((MTLRenderPassDescriptor*)(renderPassDescriptor));
}
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
MTL::CommandBuffer* commandBuffer,
MTL::RenderCommandEncoder* commandEncoder)
{
ImGui_ImplMetal_RenderDrawData(draw_data,
(id<MTLCommandBuffer>)(commandBuffer),
(id<MTLRenderCommandEncoder>)(commandEncoder)
);
}
bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
{
return ImGui_ImplMetal_CreateFontsTexture((id<MTLDevice>)(device));
}
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
{
return ImGui_ImplMetal_CreateDeviceObjects((id<MTLDevice>)(device));
}
#endif // #ifdef IMGUI_IMPL_METAL_CPP
#pragma mark - Dear ImGui Metal Backend API
bool ImGui_ImplMetal_Init(id<MTLDevice> device) bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_metal"; io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
static dispatch_once_t onceToken; static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{ dispatch_once(&onceToken, ^{
g_sharedMetalContext = [[MetalContext alloc] init]; g_sharedMetalContext = [[MetalContext alloc] init];
skipping to change at line 518 skipping to change at line 556
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); 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); 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 tha t are off bounds // Clamp to viewport as setScissorRect() won't accept values tha t are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 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.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } 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) if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue; continue;
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation
doesn't accept this
continue;
// Apply scissor/clipping rectangle // Apply scissor/clipping rectangle
MTLScissorRect scissorRect = MTLScissorRect scissorRect =
{ {
.x = NSUInteger(clip_min.x), .x = NSUInteger(clip_min.x),
.y = NSUInteger(clip_min.y), .y = NSUInteger(clip_min.y),
.width = NSUInteger(clip_max.x - clip_min.x), .width = NSUInteger(clip_max.x - clip_min.x),
.height = NSUInteger(clip_max.y - clip_min.y) .height = NSUInteger(clip_max.y - clip_min.y)
}; };
[commandEncoder setScissorRect:scissorRect]; [commandEncoder setScissorRect:scissorRect];
 End of changes. 3 change blocks. 
1 lines changed or deleted 45 lines changed or added

Home  |  About  |  Features  |  All  |  Newest  |  Dox  |  Diffs  |  RSS Feeds  |  Screenshots  |  Comments  |  Imprint  |  Privacy  |  HTTP(S)