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https://github.com/wpilibsuite/allwpilib
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[upstream_utils] Update imgui to 2026-05-04 (#8849)
This fixes ImGuiInputTextFlags_EnterReturnsTrue.
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@@ -19,6 +19,7 @@
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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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// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2026-04-23: DirectX11: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX11_RenderState. (#9378)
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// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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@@ -88,6 +89,7 @@ struct ImGui_ImplDX11_Data
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ID3D11DepthStencilState* pDepthStencilState;
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int VertexBufferSize;
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int IndexBufferSize;
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ImGui_ImplDX11_RenderState* RenderState; // == (ImGui_ImplDX11_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState during rendering.
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ImVector<DXGI_SWAP_CHAIN_DESC> SwapChainDescsForViewports;
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ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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@@ -167,6 +169,11 @@ static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11D
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device_ctx->RSSetState(bd->pRasterizerState);
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}
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// Draw callbacks
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static void ImGui_ImplDX11_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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static void ImGui_ImplDX11_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
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static void ImGui_ImplDX11_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
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// Render function
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void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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{
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@@ -191,7 +198,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D11_BUFFER_DESC desc = {};
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
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desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert);
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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@@ -204,7 +211,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D11_BUFFER_DESC desc = {};
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
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desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
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@@ -282,10 +289,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ImGui_ImplDX11_RenderState render_state;
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render_state.Device = bd->pd3dDevice;
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render_state.DeviceContext = bd->pd3dDeviceContext;
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render_state.SamplerLinear = bd->pTexSamplerLinear;
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render_state.SamplerNearest = bd->pTexSamplerNearest;
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render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
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platform_io.Renderer_RenderState = &render_state;
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platform_io.Renderer_RenderState = bd->RenderState = &render_state;
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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@@ -301,8 +306,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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if (pcmd->UserCallback == ImGui_ImplDX11_DrawCallback_ResetRenderState)
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ImGui_ImplDX11_SetupRenderState(draw_data, device);
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else
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pcmd->UserCallback(draw_list, pcmd);
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@@ -328,7 +332,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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platform_io.Renderer_RenderState = nullptr;
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platform_io.Renderer_RenderState = bd->RenderState = nullptr;
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// Restore modified DX state
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device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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@@ -638,6 +642,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX11_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX11_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX11_DrawCallback_SetSamplerNearest;
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// Get factory from device
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IDXGIDevice* pDXGIDevice = nullptr;
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