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https://github.com/wpilibsuite/allwpilib
synced 2026-07-05 03:21:42 +00:00
[upstream_utils] Update imgui to 2026-05-04 (#8849)
This fixes ImGuiInputTextFlags_EnterReturnsTrue.
This commit is contained in:
@@ -6,6 +6,8 @@
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Missing features or Issues:
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -18,6 +20,8 @@
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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: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others are not yet supported). (#9378)
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// 2026-04-14: Metal: use a dedicated bufferCacheLock to avoid crashing when bufferCache is replaced by a new object while being used for @synchronize(). (#9367)
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// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343)
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// 2026-03-19: Fixed issue in ImGui_ImplMetal_RenderDrawData() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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@@ -86,6 +90,7 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
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@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
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@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
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@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
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@property (nonatomic, strong) NSObject* bufferCacheLock;
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@property (nonatomic, assign) double lastBufferCachePurge;
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- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
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- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
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@@ -136,45 +141,6 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
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#pragma mark - Dear ImGui Metal Backend API
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bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_metal";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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bd->SharedMetalContext = [[MetalContext alloc] init];
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bd->SharedMetalContext.device = device;
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ImGui_ImplMetal_InitMultiViewportSupport();
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return true;
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}
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void ImGui_ImplMetal_Shutdown()
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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IM_UNUSED(bd);
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplMetal_ShutdownMultiViewportSupport();
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ImGui_ImplMetal_DestroyDeviceObjects();
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ImGui_ImplMetal_DestroyBackendData();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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platform_io.ClearRendererHandlers();
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}
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void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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@@ -231,6 +197,9 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLComman
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:vertexBufferOffset atIndex:0];
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}
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// Draw callbacks
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static void ImGui_ImplMetal_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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// Metal Render function.
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void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
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{
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@@ -287,8 +256,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
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if (pcmd->UserCallback)
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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_ImplMetal_DrawCallback_ResetRenderState)
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ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
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else
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pcmd->UserCallback(draw_list, pcmd);
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@@ -302,8 +270,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
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// Clamp to viewport as setScissorRect() won't accept values that are off bounds
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
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if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
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@@ -340,13 +308,11 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
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MetalContext* sharedMetalContext = bd->SharedMetalContext;
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[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
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{
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dispatch_async(dispatch_get_main_queue(), ^{
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@synchronized(sharedMetalContext.bufferCache)
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{
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[sharedMetalContext.bufferCache addObject:vertexBuffer];
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[sharedMetalContext.bufferCache addObject:indexBuffer];
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}
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});
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@synchronized(sharedMetalContext.bufferCacheLock)
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{
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[sharedMetalContext.bufferCache addObject:vertexBuffer];
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[sharedMetalContext.bufferCache addObject:indexBuffer];
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}
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}];
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}
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@@ -445,6 +411,48 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
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}
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bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_metal";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal_DrawCallback_ResetRenderState;
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bd->SharedMetalContext = [[MetalContext alloc] init];
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bd->SharedMetalContext.device = device;
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ImGui_ImplMetal_InitMultiViewportSupport();
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return true;
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}
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void ImGui_ImplMetal_Shutdown()
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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IM_UNUSED(bd);
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplMetal_ShutdownMultiViewportSupport();
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ImGui_ImplMetal_DestroyDeviceObjects();
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ImGui_ImplMetal_DestroyBackendData();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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platform_io.ClearRendererHandlers();
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}
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#pragma mark - Multi-viewport support
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#import <QuartzCore/CAMetalLayer.h>
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@@ -672,6 +680,7 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
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{
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self.renderPipelineStateCache = [NSMutableDictionary dictionary];
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self.bufferCache = [NSMutableArray array];
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self.bufferCacheLock = [[NSObject alloc] init];
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_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
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}
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return self;
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@@ -679,9 +688,9 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
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- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
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{
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uint64_t now = GetMachAbsoluteTimeInSeconds();
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double now = GetMachAbsoluteTimeInSeconds();
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@synchronized(self.bufferCache)
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@synchronized(self.bufferCacheLock)
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{
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// Purge old buffers that haven't been useful for a while
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if (now - self.lastBufferCachePurge > 1.0)
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