From 0e1b1703f68766c55445e7e3e439035bed6d559c Mon Sep 17 00:00:00 2001 From: Green Sky Date: Wed, 15 May 2024 13:22:13 +0200 Subject: [PATCH] Squashed 'external/imgui/imgui/' changes from b475309fa1e..6ccc561a2ab 6ccc561a2ab Version 1.90.6 0d483a1c89f Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562) 92df32d3390 Backends: OpenGL3: minor update of generated loader to match latest downloaded glcorearb.h/khrplatform.h files. 1ab1af80c74 Backends: Win32: Facepalm revert part of d15574c + additional commentary (#6275) d15574ce2a5 Backends: Win32: Removed silent return when calling ImGui_ImplWin32_WndProcHandler() with no active context! (#6275) d4495446d53 Windows, Internal: added experimental SkipRefresh mode. (#3515, #4763, #7556, #5116 , #4076, #2749, #2268) 0b309471f2e Windows: Changed default ClipRect to extend to windows' left and right borders. (#3312, #7540, #3756, #6170, #6365) 0c9c12c1bb9 InnerClipRect use ImFloor() matching docking branch (fix c41868531 for #6861, #2884, followed by rename 94da5842) 6ebbecc6a08 Realign assignments. fc4d818e170 Tables: Angled headers: added TableAngledHeadersTextAlign, ImGuiStyleVar_TableAngledHeadersTextAlign. (#6917) 4bb75671414 Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917) b30df8890de Table: Angled Headers: internal refactor to facilitate changing angled header bg and text colors per column. (#6917) 558c57a086c Fixed static analyzer warning "Pointer to local array 'overlay_buf' is stored outside the scope". Technically not used outside that scope, but best to play nice. 50b2ff0bf03 ImGuiIO: moved IMGUI_DISABLE_OBSOLETE_KEYIO block lower in the structure so other fields layout are not affected by it (#7534) 6ef4f67fa94 ImDrawList: moved cold fields lower in the structure so hot fields are closer to each others + better packed ImGuiNavItemData a60387a3c25 Backends: GLFW: Add define guards for glfw native defines. (#7536) 913151caa89 Demo: move progress bars to their own section. c895e987adf ProgressBar: added indeterminate mode by passing an animated negative value. (#5316, #5370, #1901) b8a44b198c9 TreeNode: added ImGuiTreeNodeFlags_SpanTextWidth. (#6937) baaaaea9e91 Demo: tweak TreeNode demo. da18fcb7aed Internals: ensure ButtonBehavior() is called with non 0 id. b720c0f541c Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define. (#6582, #4854) 07e8ff9a8d4 Backends: Win32: Fixed a warning + moved header cruft below Changelog. fa0120ea5ea Windows: Fixed subsequent Begin() append calls from setting last item information for title-bar. (#7506, #823) 361432a0bb2 TreeNode: fixed layout so that TreeNode("") or TreeNode("##HiddenLabel") may properly be used with SameLine(0,0). (#7505, #282) eba46cb0d22 Drag and Drop: assert when nesting BeginDragDropSource() and BeginDragDropTarget() (#7504) + update Gallery links 9ec299ebe31 Backends: OpenGL: Detect ES3 contexts on desktop based on version string, (#7447) 7b8107e7c84 Examples: GLFW+WebGPU: Rename example_emscripten_wgpu/ to example_glfw_wgpu/ (#7435, #7132) 648278cd62f Examples: GLFW+WebGPU: Amends. (#7435, #7132) 80a5fdb1089 Examples: GLFW+WebGPU: Fixed condition for when to recreate swapchain. (#7435, #7132) f9df6bf6622 Examples: GLFW+WebGPU: added support for WebGPU-native/Dawn (#7435, #7132) git-subtree-dir: external/imgui/imgui git-subtree-split: 6ccc561a2ab497ad4ae6ee1dbd3b992ffada35cb --- .github/workflows/build.yml | 4 +- .gitignore | 3 +- backends/imgui_impl_allegro5.cpp | 5 +- backends/imgui_impl_dx10.cpp | 2 +- backends/imgui_impl_dx11.cpp | 2 +- backends/imgui_impl_dx12.cpp | 2 +- backends/imgui_impl_dx9.cpp | 2 +- backends/imgui_impl_glfw.cpp | 8 +- backends/imgui_impl_metal.mm | 2 +- backends/imgui_impl_opengl2.cpp | 2 +- backends/imgui_impl_opengl3.cpp | 46 +-- backends/imgui_impl_opengl3.h | 6 +- backends/imgui_impl_opengl3_loader.h | 124 +++++++- backends/imgui_impl_osx.mm | 1 + backends/imgui_impl_sdl2.cpp | 5 +- backends/imgui_impl_sdl3.cpp | 53 ++-- backends/imgui_impl_sdlrenderer2.cpp | 2 +- backends/imgui_impl_sdlrenderer3.cpp | 2 +- backends/imgui_impl_vulkan.cpp | 16 +- backends/imgui_impl_vulkan.h | 11 +- backends/imgui_impl_wgpu.cpp | 2 +- backends/imgui_impl_win32.cpp | 63 ++-- docs/BACKENDS.md | 4 +- docs/CHANGELOG.txt | 45 ++- docs/EXAMPLES.md | 4 +- docs/FAQ.md | 4 +- docs/README.md | 4 +- examples/example_glfw_vulkan/main.cpp | 24 +- examples/example_glfw_wgpu/CMakeLists.txt | 100 ++++++ .../Makefile.emscripten | 0 .../README.md | 4 +- .../main.cpp | 100 ++++-- .../web/index.html | 6 +- examples/example_sdl2_vulkan/main.cpp | 24 +- imgui.cpp | 293 ++++++++++++------ imgui.h | 109 +++---- imgui_demo.cpp | 62 +++- imgui_draw.cpp | 3 +- imgui_internal.h | 45 ++- imgui_tables.cpp | 90 ++++-- imgui_widgets.cpp | 61 ++-- 41 files changed, 962 insertions(+), 383 deletions(-) create mode 100644 examples/example_glfw_wgpu/CMakeLists.txt rename examples/{example_emscripten_wgpu => example_glfw_wgpu}/Makefile.emscripten (100%) rename examples/{example_emscripten_wgpu => example_glfw_wgpu}/README.md (90%) rename examples/{example_emscripten_wgpu => example_glfw_wgpu}/main.cpp (80%) rename examples/{example_emscripten_wgpu => example_glfw_wgpu}/web/index.html (94%) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index d332903..48082d0 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -489,12 +489,12 @@ jobs: popd make -C examples/example_sdl2_opengl3 -f Makefile.emscripten - - name: Build example_emscripten_wgpu + - name: Build example_glfw_wgpu run: | pushd emsdk-master source ./emsdk_env.sh popd - make -C examples/example_emscripten_wgpu -f Makefile.emscripten + make -C examples/example_glfw_wgpu -f Makefile.emscripten Android: runs-on: ubuntu-22.04 diff --git a/.gitignore b/.gitignore index 211d21d..64b5e12 100644 --- a/.gitignore +++ b/.gitignore @@ -40,8 +40,9 @@ examples/*.o.tmp examples/*.out.js examples/*.out.wasm examples/example_glfw_opengl3/web/* +examples/example_glfw_wgpu/web/* +examples/example_glfw_wgpu/external/* examples/example_sdl2_opengl3/web/* -examples/example_emscripten_wgpu/web/* ## JetBrains IDE artifacts .idea diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp index ef1f13f..2214ffd 100644 --- a/backends/imgui_impl_allegro5.cpp +++ b/backends/imgui_impl_allegro5.cpp @@ -490,8 +490,9 @@ static void ImGui_ImplAllegro5_UpdateKeyModifiers() // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?"); + ImGuiIO& io = ImGui::GetIO(); switch (ev->type) { @@ -586,7 +587,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor() void ImGui_ImplAllegro5_NewFrame() { ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?"); if (!bd->Texture) ImGui_ImplAllegro5_CreateDeviceObjects(); diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp index 96e2747..a440eb3 100644 --- a/backends/imgui_impl_dx10.cpp +++ b/backends/imgui_impl_dx10.cpp @@ -578,7 +578,7 @@ void ImGui_ImplDX10_Shutdown() void ImGui_ImplDX10_NewFrame() { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?"); if (!bd->pFontSampler) ImGui_ImplDX10_CreateDeviceObjects(); diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp index bbc26a7..c55c262 100644 --- a/backends/imgui_impl_dx11.cpp +++ b/backends/imgui_impl_dx11.cpp @@ -594,7 +594,7 @@ void ImGui_ImplDX11_Shutdown() void ImGui_ImplDX11_NewFrame() { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?"); if (!bd->pFontSampler) ImGui_ImplDX11_CreateDeviceObjects(); diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index 15aadc0..67334c8 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -750,7 +750,7 @@ void ImGui_ImplDX12_Shutdown() void ImGui_ImplDX12_NewFrame() { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?"); if (!bd->pPipelineState) ImGui_ImplDX12_CreateDeviceObjects(); diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp index ea0b26e..7e89bb9 100644 --- a/backends/imgui_impl_dx9.cpp +++ b/backends/imgui_impl_dx9.cpp @@ -399,7 +399,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() void ImGui_ImplDX9_NewFrame() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); if (!bd->FontTexture) ImGui_ImplDX9_CreateDeviceObjects(); diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index a968fe3..4b4f615 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -85,11 +85,15 @@ #ifdef _WIN32 #undef APIENTRY +#ifndef GLFW_EXPOSE_NATIVE_WIN32 #define GLFW_EXPOSE_NATIVE_WIN32 +#endif #include // for glfwGetWin32Window() #endif #ifdef __APPLE__ +#ifndef GLFW_EXPOSE_NATIVE_COCOA #define GLFW_EXPOSE_NATIVE_COCOA +#endif #include // for glfwGetCocoaWindow() #endif @@ -783,7 +787,7 @@ void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); // Setup display size (every frame to accommodate for window resizing) int w, h; @@ -834,7 +838,7 @@ void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_sel { IM_ASSERT(canvas_selector != nullptr); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); bd->CanvasSelector = canvas_selector; emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); diff --git a/backends/imgui_impl_metal.mm b/backends/imgui_impl_metal.mm index fd5686b..29534d5 100644 --- a/backends/imgui_impl_metal.mm +++ b/backends/imgui_impl_metal.mm @@ -153,7 +153,7 @@ void ImGui_ImplMetal_Shutdown() 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() ?"); + IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?"); bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; if (bd->SharedMetalContext.depthStencilState == nil) diff --git a/backends/imgui_impl_opengl2.cpp b/backends/imgui_impl_opengl2.cpp index 17935b1..115aaac 100644 --- a/backends/imgui_impl_opengl2.cpp +++ b/backends/imgui_impl_opengl2.cpp @@ -108,7 +108,7 @@ void ImGui_ImplOpenGL2_Shutdown() void ImGui_ImplOpenGL2_NewFrame() { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?"); if (!bd->FontTexture) ImGui_ImplOpenGL2_CreateDeviceObjects(); diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index b3a510b..2d492f7 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -22,6 +22,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562) +// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447) // 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. // 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983) // 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445) @@ -177,9 +179,10 @@ #endif // Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. +// A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) #define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS) -#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode() +#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode() #endif // Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target. @@ -230,6 +233,7 @@ struct ImGui_ImplOpenGL3_Data unsigned int VboHandle, ElementsHandle; GLsizeiptr VertexBufferSize; GLsizeiptr IndexBufferSize; + bool HasPolygonMode; bool HasClipOrigin; bool UseBufferSubData; @@ -294,16 +298,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) bd->GlProfileIsES2 = true; #else // Desktop or GLES 3 + const char* gl_version_str = (const char*)glGetString(GL_VERSION); GLint major = 0; GLint minor = 0; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); if (major == 0 && minor == 0) - { - // Query GL_VERSION in desktop GL 2.x, the string will start with "." - const char* gl_version = (const char*)glGetString(GL_VERSION); - sscanf(gl_version, "%d.%d", &major, &minor); - } + sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "." bd->GlVersion = (GLuint)(major * 100 + minor * 10); #if defined(GL_CONTEXT_PROFILE_MASK) if (bd->GlVersion >= 320) @@ -313,6 +314,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) #if defined(IMGUI_IMPL_OPENGL_ES3) bd->GlProfileIsES3 = true; +#else + if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0) + bd->GlProfileIsES3 = true; #endif bd->UseBufferSubData = false; @@ -327,7 +331,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) #endif #ifdef IMGUI_IMPL_OPENGL_DEBUG - printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] + printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET @@ -359,6 +363,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); // Detect extensions we support +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3); +#endif bd->HasClipOrigin = (bd->GlVersion >= 450); #ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS GLint num_extensions = 0; @@ -390,7 +397,7 @@ void ImGui_ImplOpenGL3_Shutdown() void ImGui_ImplOpenGL3_NewFrame() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?"); if (!bd->ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); @@ -412,8 +419,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid if (bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif -#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + if (bd->HasPolygonMode) + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) @@ -501,8 +509,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif -#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); } #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); @@ -640,18 +648,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif -#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons - if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) - { - glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); - glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); - } - else - { - glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); - } -#endif // IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE + if (bd->HasPolygonMode) { if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } } +#endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); diff --git a/backends/imgui_impl_opengl3.h b/backends/imgui_impl_opengl3.h index 23eb924..d66a15e 100644 --- a/backends/imgui_impl_opengl3.h +++ b/backends/imgui_impl_opengl3.h @@ -41,9 +41,9 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); -// Specific OpenGL ES versions -//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten -//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten) +//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android) // You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. #if !defined(IMGUI_IMPL_OPENGL_ES2) \ diff --git a/backends/imgui_impl_opengl3_loader.h b/backends/imgui_impl_opengl3_loader.h index 4019f93..71d19f8 100644 --- a/backends/imgui_impl_opengl3_loader.h +++ b/backends/imgui_impl_opengl3_loader.h @@ -18,7 +18,7 @@ // WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT. // // Regenerate with: -// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt +// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt // // More info: // https://github.com/dearimgui/gl3w_stripped @@ -118,7 +118,7 @@ extern "C" { ** included as . ** ** glcorearb.h includes only APIs in the latest OpenGL core profile -** implementation together with APIs in newer ARB extensions which +** implementation together with APIs in newer ARB extensions which ** can be supported by the core profile. It does not, and never will ** include functionality removed from the core profile, such as ** fixed-function vertex and fragment processing. @@ -260,8 +260,6 @@ typedef khronos_intptr_t GLintptr; #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_STREAM_DRAW 0x88E0 -#define GL_PIXEL_UNPACK_BUFFER 0x88EC -#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); @@ -348,6 +346,10 @@ GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); #endif #endif /* GL_VERSION_2_0 */ +#ifndef GL_VERSION_2_1 +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#endif /* GL_VERSION_2_1 */ #ifndef GL_VERSION_3_0 typedef khronos_uint16_t GLhalf; #define GL_MAJOR_VERSION 0x821B @@ -663,31 +665,123 @@ static GL3WglProc get_proc(const char *proc) #else #include -static void *libgl; -static GL3WglProc (*glx_get_proc_address)(const GLubyte *); +static void* libgl; // OpenGL library +static void* libglx; // GLX library +static void* libegl; // EGL library +static GL3WGetProcAddressProc gl_get_proc_address; -static int open_libgl(void) +static void close_libgl(void) { + if (libgl) { + dlclose(libgl); + libgl = NULL; + } + if (libegl) { + dlclose(libegl); + libegl = NULL; + } + if (libglx) { + dlclose(libglx); + libglx = NULL; + } +} + +static int is_library_loaded(const char* name, void** lib) +{ + *lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD); + return *lib != NULL; +} + +static int open_libs(void) +{ + // On Linux we have two APIs to get process addresses: EGL and GLX. + // EGL is supported under both X11 and Wayland, whereas GLX is X11-specific. + + libgl = NULL; + libegl = NULL; + libglx = NULL; + + // First check what's already loaded, the windowing library might have + // already loaded either EGL or GLX and we want to use the same one. + + if (is_library_loaded("libEGL.so.1", &libegl) || + is_library_loaded("libGLX.so.0", &libglx)) { + libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); + if (libgl) + return GL3W_OK; + else + close_libgl(); + } + + if (is_library_loaded("libGL.so", &libgl)) + return GL3W_OK; + if (is_library_loaded("libGL.so.1", &libgl)) + return GL3W_OK; + if (is_library_loaded("libGL.so.3", &libgl)) + return GL3W_OK; + + // Neither is already loaded, so we have to load one. Try EGL first + // because it is supported under both X11 and Wayland. + + // Load OpenGL + EGL + libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); + libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (libgl && libegl) + return GL3W_OK; + else + close_libgl(); + + // Fall back to legacy libGL, which includes GLX // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983 libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL); if (!libgl) libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); if (!libgl) libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL); - if (!libgl) + + if (libgl) + return GL3W_OK; + + return GL3W_ERROR_LIBRARY_OPEN; +} + +static int open_libgl(void) +{ + int res = open_libs(); + if (res) + return res; + + if (libegl) + *(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress"); + else if (libglx) + *(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB"); + else + *(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); + + if (!gl_get_proc_address) { + close_libgl(); return GL3W_ERROR_LIBRARY_OPEN; - *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); + } + return GL3W_OK; } -static void close_libgl(void) { dlclose(libgl); } - -static GL3WglProc get_proc(const char *proc) +static GL3WglProc get_proc(const char* proc) { - GL3WglProc res; - res = glx_get_proc_address((const GLubyte *)proc); + GL3WglProc res = NULL; + + // Before EGL version 1.5, eglGetProcAddress doesn't support querying core + // functions and may return a dummy function if we try, so try to load the + // function from the GL library directly first. + if (libegl) + *(void**)(&res) = dlsym(libgl, proc); + if (!res) - *(void **)(&res) = dlsym(libgl, proc); + res = gl_get_proc_address(proc); + + if (!libegl && !res) + *(void**)(&res) = dlsym(libgl, proc); + return res; } #endif diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm index b13d15a..38b2782 100644 --- a/backends/imgui_impl_osx.mm +++ b/backends/imgui_impl_osx.mm @@ -600,6 +600,7 @@ static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view) void ImGui_ImplOSX_NewFrame(NSView* view) { ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOSX_Init()?"); ImGuiIO& io = ImGui::GetIO(); // Setup display size diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index 7abeb0e..b7fe764 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -306,8 +306,9 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) // If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); switch (event->type) { @@ -704,7 +705,7 @@ static void ImGui_ImplSDL2_UpdateGamepads() void ImGui_ImplSDL2_NewFrame() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp index 4bb646d..3aee74a 100644 --- a/backends/imgui_impl_sdl3.cpp +++ b/backends/imgui_impl_sdl3.cpp @@ -269,8 +269,9 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) // If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?"); + ImGuiIO& io = ImGui::GetIO(); switch (event->type) { @@ -629,36 +630,36 @@ static void ImGui_ImplSDL3_UpdateGamepads() // Update gamepad inputs const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value. - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START); - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); - ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); - ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); - ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); - ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); - ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); - ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); - ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); - ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); - ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767); - ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768); - ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); } void ImGui_ImplSDL3_NewFrame() { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?"); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) diff --git a/backends/imgui_impl_sdlrenderer2.cpp b/backends/imgui_impl_sdlrenderer2.cpp index 7d0ec79..49caa7d 100644 --- a/backends/imgui_impl_sdlrenderer2.cpp +++ b/backends/imgui_impl_sdlrenderer2.cpp @@ -104,7 +104,7 @@ static void ImGui_ImplSDLRenderer2_SetupRenderState() void ImGui_ImplSDLRenderer2_NewFrame() { ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?"); if (!bd->FontTexture) ImGui_ImplSDLRenderer2_CreateDeviceObjects(); diff --git a/backends/imgui_impl_sdlrenderer3.cpp b/backends/imgui_impl_sdlrenderer3.cpp index 01cd1a3..8cb3bb6 100644 --- a/backends/imgui_impl_sdlrenderer3.cpp +++ b/backends/imgui_impl_sdlrenderer3.cpp @@ -100,7 +100,7 @@ static void ImGui_ImplSDLRenderer3_SetupRenderState() void ImGui_ImplSDLRenderer3_NewFrame() { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?"); if (!bd->FontTexture) ImGui_ImplSDLRenderer3_CreateDeviceObjects(); diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index a8962ec..7d1c230 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -33,6 +33,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) // 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. // 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure. // 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) @@ -108,12 +109,13 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_devi // Vulkan prototypes for use with custom loaders // (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h -#ifdef VK_NO_PROTOTYPES +#if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_) +#define IMGUI_IMPL_VULKAN_USE_LOADER static bool g_FunctionsLoaded = false; #else static bool g_FunctionsLoaded = true; #endif -#ifdef VK_NO_PROTOTYPES +#ifdef IMGUI_IMPL_VULKAN_USE_LOADER #define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ @@ -184,7 +186,7 @@ static bool g_FunctionsLoaded = true; #define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) #undef IMGUI_VULKAN_FUNC_DEF -#endif // VK_NO_PROTOTYPES +#endif // IMGUI_IMPL_VULKAN_USE_LOADER #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR; @@ -1048,8 +1050,8 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch // Load function pointers // You can use the default Vulkan loader using: // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); - // But this would be equivalent to not setting VK_NO_PROTOTYPES. -#ifdef VK_NO_PROTOTYPES + // But this would be roughly equivalent to not setting VK_NO_PROTOTYPES. +#ifdef IMGUI_IMPL_VULKAN_USE_LOADER #define IMGUI_VULKAN_FUNC_LOAD(func) \ func = reinterpret_cast(loader_func(#func, user_data)); \ if (func == nullptr) \ @@ -1078,7 +1080,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) if (info->UseDynamicRendering) { #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING -#ifndef VK_NO_PROTOTYPES +#ifndef IMGUI_IMPL_VULKAN_USE_LOADER ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR")); ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR")); #endif @@ -1131,7 +1133,7 @@ void ImGui_ImplVulkan_Shutdown() void ImGui_ImplVulkan_NewFrame() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?"); if (!bd->FontDescriptorSet) ImGui_ImplVulkan_CreateFontsTexture(); diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h index f77fc23..c174a6c 100644 --- a/backends/imgui_impl_vulkan.h +++ b/backends/imgui_impl_vulkan.h @@ -42,13 +42,20 @@ // If you have no idea what this is, leave it alone! //#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES -// Vulkan includes +// Convenience support for Volk +// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) +//#define IMGUI_IMPL_VULKAN_USE_VOLK + #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) #define VK_NO_PROTOTYPES #endif #if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX) #define NOMINMAX -#include +#endif + +// Vulkan includes +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#include #else #include #endif diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index 618dbb4..7c6bc3b 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -751,7 +751,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) // Create buffers with a default size (they will later be grown as needed) bd->pFrameResources = new FrameResources[bd->numFramesInFlight]; - for (int i = 0; i < bd->numFramesInFlight; i++) + for (unsigned int i = 0; i < bd->numFramesInFlight; i++) { FrameResources* fr = &bd->pFrameResources[i]; fr->IndexBuffer = nullptr; diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index 73ed700..bf852c5 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -16,27 +16,9 @@ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp -#include "imgui.h" -#ifndef IMGUI_DISABLE -#include "imgui_impl_win32.h" -#ifndef WIN32_LEAN_AND_MEAN -#define WIN32_LEAN_AND_MEAN -#endif -#include -#include // GET_X_LPARAM(), GET_Y_LPARAM() -#include -#include - -// Configuration flags to add in your imconfig.h file: +// Configuration flags to add in your imconfig file: //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. -// Using XInput for gamepad (will load DLL dynamically) -#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -#include -typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); -typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); -#endif - // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. @@ -91,6 +73,34 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + struct ImGui_ImplWin32_Data { HWND hWnd; @@ -372,9 +382,9 @@ static void ImGui_ImplWin32_UpdateGamepads() void ImGui_ImplWin32_NewFrame() { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); + ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) RECT rect = { 0, 0, 0, 0 }; @@ -570,11 +580,13 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { + // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). if (ImGui::GetCurrentContext() == nullptr) return 0; - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplWin32_Init()?"); + ImGuiIO& io = ImGui::GetIO(); switch (msg) { @@ -900,4 +912,11 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) //--------------------------------------------------------------------------------------------------------- +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + #endif // #ifndef IMGUI_DISABLE diff --git a/docs/BACKENDS.md b/docs/BACKENDS.md index e5aa79b..88a96a6 100644 --- a/docs/BACKENDS.md +++ b/docs/BACKENDS.md @@ -79,14 +79,14 @@ List of Renderer Backends: imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+) imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+) imgui_impl_vulkan.cpp ; Vulkan - imgui_impl_wgpu.cpp ; WebGPU + imgui_impl_wgpu.cpp ; WebGPU (web and desktop) List of high-level Frameworks Backends (combining Platform + Renderer): imgui_impl_allegro5.cpp Emscripten is also supported! -The SDL+GL, GLFW+GL and SDL+WebGPU examples are all ready to build and run with Emscripten. +The SDL+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten. ### Backends for third-party frameworks, graphics API or other languages diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e4af785..dd82faa 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,20 +36,61 @@ HOW TO UPDATE? - Please report any issue! ----------------------------------------------------------------------- - VERSION 1.90.6 WIP (In Progress) + VERSION 1.90.6 (Released 2024-05-08) ----------------------------------------------------------------------- +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.6 + Breaking changes: +- TreeNode: Fixed a layout inconsistency when using a empty/hidden label followed + by a SameLine() call. (#7505, #282) + Before: TreeNode("##Hidden"); SameLine(); Text("Hello"); + // This was actually incorrect! BUT appeared to look ok with the default style + // where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + After: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); + // This is correct for all values in style. + With the fix, IF you were successfully using TreeNode("")+SameLine(); you will now + have extra spacing between your TreeNode and the following item. You'll need to change + the SameLine() call to SameLine(0,0) to remove this extraneous spacing. + This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + Other changes: +- Windows: Changed default ClipRect to extend to windows' left and right borders, + instead of adding arbitrary WindowPadding.x * 0.5f space on left and right. + That ClipRect half-padding was arbitrary/confusing and inconsistent with Y axis. + It also made it harder to draw items covering whole window without pushing an + extended ClipRect. Some items near windows left and right edge that used to be clipped + may be partly more visible. (#3312, #7540, #3756, #6170, #6365) +- Windows: Fixed subsequent Begin() append calls from setting last item information + for title bar, making it impossible to use IsItemHovered() on a Begin()-to-append, + and causing issue bypassing hover detection on collapsed windows. (#7506, #823) - Fonts: Fixed font ascent and descent calculation when a font hits exact integer values. It is possible that some prior manual use of ImFontConfig::GlyphOffset may become duplicate with this fix. (#7399, #7404) [@GamingMinds-DanielC] +- TreeNode: Added ImGuiTreeNodeFlags_SpanTextWidth to make hitbox and highlight only + cover the label. (#6937) [@dimateos] +- Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917) +- Tables: Angled headers: added style.TableAngledHeadersTextAlign and corresponding + ImGuiStyleVar_TableAngledHeadersTextAlign variable. Default to horizontal center. (#6917) + [@thedmd, @ocornut] +- ProgressBar: Added support for indeterminate progress bar by passing an animated + negative fraction, e.g. ProgressBar(-1.0f * GetTime()). (#5316, #5370, #1901)[@gan74] - Text, DrawList: Improved handling of long single-line wrapped text. Faster and - mitigitate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720) + mitigate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720) +- Backends: OpenGL3: Detect ES3 contexts on desktop based on version string, + to e.g. avoid calling glPolygonMode() on them. (#7447) [@afraidofdark, @ocornut] +- Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562) [@ShadowNinja, @vanfanel] +- Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define. + (you could always use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + ImGui_ImplVulkan_LoadFunctions() as well). + (#6582, #4854) [@adalsteinnh, @kennyalive, @ocornut] - Backends: SDL3: Fixed text inputs. Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default. (#7452, #6306, #6071, #1953) [@Green-Sky] +- Examples: GLFW+Vulkan, SDL+Vulkan: Added optional support for Volk. (#6582, #4854) +- Examples: GLFW+WebGPU: Added support for WebGPU-native/Dawn (#7435, #7132) [@eliasdaler, @Zelif] +- Examples: GLFW+WebGPU: Renamed example_emscripten_wgpu/ to example_glfw_wgpu/. (#7435, #7132) ----------------------------------------------------------------------- diff --git a/docs/EXAMPLES.md b/docs/EXAMPLES.md index edaddb0..e813489 100644 --- a/docs/EXAMPLES.md +++ b/docs/EXAMPLES.md @@ -104,8 +104,8 @@ OSX + OpenGL2 example.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends. You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) -[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/)
-Emcripten + GLFW + WebGPU example.
+[example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/)
+GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop)
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten! diff --git a/docs/FAQ.md b/docs/FAQ.md index 6582478..7e9842c 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -622,7 +622,7 @@ 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) - [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding) -- [Gallery](https://github.com/ocornut/imgui/issues/6897) +- [Gallery](https://github.com/ocornut/imgui/issues/7503) ##### [Return to Index](#index) @@ -668,7 +668,7 @@ 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 screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/6897). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions. +You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/7503). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps 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 37267d3..f4988cb 100644 --- a/docs/README.md +++ b/docs/README.md @@ -141,7 +141,7 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui). -For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)! +For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)! 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. @@ -174,7 +174,7 @@ We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with **Who uses Dear ImGui?** -See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [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/6897)! +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [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/7503)! How to help ----------- diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index b1c596d..b6e53ed 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -21,8 +21,12 @@ #define GLFW_INCLUDE_NONE #define GLFW_INCLUDE_VULKAN #include -#include -//#include + +// Volk headers +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#define VOLK_IMPLEMENTATION +#include +#endif // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. @@ -113,6 +117,9 @@ static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice() static void SetupVulkan(ImVector instance_extensions) { VkResult err; +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkInitialize(); +#endif // Create Vulkan Instance { @@ -151,17 +158,20 @@ static void SetupVulkan(ImVector instance_extensions) create_info.ppEnabledExtensionNames = instance_extensions.Data; err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); check_vk_result(err); +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkLoadInstance(g_Instance); +#endif // Setup the debug report callback #ifdef APP_USE_VULKAN_DEBUG_REPORT - auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); - IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr); + auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); + IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr); VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; debug_report_ci.pfnCallback = debug_report; debug_report_ci.pUserData = nullptr; - err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); + err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); check_vk_result(err); #endif } @@ -277,8 +287,8 @@ static void CleanupVulkan() #ifdef APP_USE_VULKAN_DEBUG_REPORT // Remove the debug report callback - auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); - vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); + auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); + f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); #endif // APP_USE_VULKAN_DEBUG_REPORT vkDestroyDevice(g_Device, g_Allocator); diff --git a/examples/example_glfw_wgpu/CMakeLists.txt b/examples/example_glfw_wgpu/CMakeLists.txt new file mode 100644 index 0000000..e682836 --- /dev/null +++ b/examples/example_glfw_wgpu/CMakeLists.txt @@ -0,0 +1,100 @@ +# Building for desktop (WebGPU-native) with Dawn: +# 1. git clone https://github.com/google/dawn dawn +# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn +# 3. cmake --build build +# The resulting binary will be found at one of the following locations: +# * build/Debug/example_glfw_wgpu[.exe] +# * build/example_glfw_wgpu[.exe] + +# Building for Emscripten: +# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html +# 2. Install Ninja build system +# 3. emcmake cmake -G Ninja -B build +# 3. cmake --build build +# 4. emrun build/index.html + +cmake_minimum_required(VERSION 3.10.2) +project(imgui_example_glfw_wgpu C CXX) + +if(NOT CMAKE_BUILD_TYPE) + set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) +endif() + +set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17 + +# Dear ImGui +set(IMGUI_DIR ../../) + +# Libraries +if(EMSCRIPTEN) + set(LIBRARIES glfw) + add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1) +else() + # Dawn wgpu desktop + set(DAWN_FETCH_DEPENDENCIES ON) + set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository") + if (NOT IMGUI_DAWN_DIR) + message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR") + endif() + + option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON) + + # Dawn builds many things by default - disable things we don't need + option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF) + option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF) + option(TINT_BUILD_DOCS "Build documentation" OFF) + option(TINT_BUILD_TESTS "Build tests" OFF) + if (NOT APPLE) + option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF) + endif() + if(WIN32) + option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF) + option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON) + option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF) + option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF) + option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" OFF) + option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON) + endif() + + add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL) + + set(LIBRARIES webgpu_dawn webgpu_cpp webgpu_glfw glfw) +endif() + +add_executable(example_glfw_wgpu + main.cpp + # backend files + ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp + ${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp + # Dear ImGui files + ${IMGUI_DIR}/imgui.cpp + ${IMGUI_DIR}/imgui_draw.cpp + ${IMGUI_DIR}/imgui_demo.cpp + ${IMGUI_DIR}/imgui_tables.cpp + ${IMGUI_DIR}/imgui_widgets.cpp +) +target_include_directories(example_glfw_wgpu PUBLIC + ${IMGUI_DIR} + ${IMGUI_DIR}/backends +) + +target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES}) + +# Emscripten settings +if(EMSCRIPTEN) + target_link_options(example_glfw_wgpu PRIVATE + "-sUSE_WEBGPU=1" + "-sUSE_GLFW=3" + "-sWASM=1" + "-sALLOW_MEMORY_GROWTH=1" + "-sNO_EXIT_RUNTIME=0" + "-sASSERTIONS=1" + "-sDISABLE_EXCEPTION_CATCHING=1" + "-sNO_FILESYSTEM=1" + ) + set_target_properties(example_glfw_wgpu PROPERTIES OUTPUT_NAME "index") + # copy our custom index.html to build directory + add_custom_command(TARGET example_glfw_wgpu POST_BUILD + COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_CURRENT_LIST_DIR}/web/index.html" $ + ) +endif() diff --git a/examples/example_emscripten_wgpu/Makefile.emscripten b/examples/example_glfw_wgpu/Makefile.emscripten similarity index 100% rename from examples/example_emscripten_wgpu/Makefile.emscripten rename to examples/example_glfw_wgpu/Makefile.emscripten diff --git a/examples/example_emscripten_wgpu/README.md b/examples/example_glfw_wgpu/README.md similarity index 90% rename from examples/example_emscripten_wgpu/README.md rename to examples/example_glfw_wgpu/README.md index e60025d..399d431 100644 --- a/examples/example_emscripten_wgpu/README.md +++ b/examples/example_glfw_wgpu/README.md @@ -6,7 +6,7 @@ - You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. -- Then build using `make -f Makefile.emscripten` while in the `example_emscripten_wgpu/` directory. +- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory. - Requires recent Emscripten as WGPU is still a work-in-progress API. @@ -18,7 +18,7 @@ To run on a local machine: - Otherwise, generally you will need a local webserver: - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ - - Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. + - Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). diff --git a/examples/example_emscripten_wgpu/main.cpp b/examples/example_glfw_wgpu/main.cpp similarity index 80% rename from examples/example_emscripten_wgpu/main.cpp rename to examples/example_glfw_wgpu/main.cpp index 43e93a2..4e47b83 100644 --- a/examples/example_emscripten_wgpu/main.cpp +++ b/examples/example_glfw_wgpu/main.cpp @@ -1,5 +1,6 @@ -// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU -// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/) +// Dear ImGui: standalone example application for using GLFW + WebGPU +// - Emscripten is supported for publishing on web. See https://emscripten.org. +// - Dawn is used as a WebGPU implementation on desktop. // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq @@ -11,11 +12,15 @@ #include "imgui_impl_glfw.h" #include "imgui_impl_wgpu.h" #include + #ifdef __EMSCRIPTEN__ #include #include #include +#else +#include #endif + #include #include #include @@ -26,15 +31,16 @@ #endif // Global WebGPU required states +static WGPUInstance wgpu_instance = nullptr; static WGPUDevice wgpu_device = nullptr; static WGPUSurface wgpu_surface = nullptr; static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm; static WGPUSwapChain wgpu_swap_chain = nullptr; -static int wgpu_swap_chain_width = 0; -static int wgpu_swap_chain_height = 0; +static int wgpu_swap_chain_width = 1280; +static int wgpu_swap_chain_height = 720; // Forward declarations -static bool InitWGPU(); +static bool InitWGPU(GLFWwindow* window); static void CreateSwapChain(int width, int height); static void glfw_error_callback(int error, const char* description) @@ -66,18 +72,19 @@ int main(int, char**) // Make sure GLFW does not initialize any graphics context. // This needs to be done explicitly later. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); - GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr); + GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr); if (window == nullptr) return 1; // Initialize the WebGPU environment - if (!InitWGPU()) + if (!InitWGPU(window)) { if (window) glfwDestroyWindow(window); glfwTerminate(); return 1; } + CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height); glfwShowWindow(window); // Setup Dear ImGui context @@ -115,7 +122,7 @@ int main(int, char**) //io.Fonts->AddFontDefault(); #ifndef IMGUI_DISABLE_FILE_FUNCTIONS //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f); - io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f); //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f); @@ -148,7 +155,7 @@ int main(int, char**) // React to changes in screen size int width, height; glfwGetFramebufferSize((GLFWwindow*)window, &width, &height); - if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height) + if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height) { ImGui_ImplWGPU_InvalidateDeviceObjects(); CreateSwapChain(width, height); @@ -200,6 +207,11 @@ int main(int, char**) // Rendering ImGui::Render(); +#ifndef __EMSCRIPTEN__ + // Tick needs to be called in Dawn to display validation errors + wgpuDeviceTick(wgpu_device); +#endif + WGPURenderPassColorAttachment color_attachments = {}; color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; color_attachments.loadOp = WGPULoadOp_Clear; @@ -223,6 +235,15 @@ int main(int, char**) WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device); wgpuQueueSubmit(queue, 1, &cmd_buffer); + +#ifndef __EMSCRIPTEN__ + wgpuSwapChainPresent(wgpu_swap_chain); +#endif + + wgpuTextureViewRelease(color_attachments.view); + wgpuRenderPassEncoderRelease(pass); + wgpuCommandEncoderRelease(encoder); + wgpuCommandBufferRelease(cmd_buffer); } #ifdef __EMSCRIPTEN__ EMSCRIPTEN_MAINLOOP_END; @@ -239,29 +260,72 @@ int main(int, char**) return 0; } -static bool InitWGPU() +#ifndef __EMSCRIPTEN__ +static WGPUAdapter RequestAdapter(WGPUInstance instance) { + auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData) + { + if (status == WGPURequestAdapterStatus_Success) + *(WGPUAdapter*)(pUserData) = adapter; + else + printf("Could not get WebGPU adapter: %s\n", message); +}; + WGPUAdapter adapter; + wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter); + return adapter; +} + +static WGPUDevice RequestDevice(WGPUAdapter& adapter) +{ + auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData) + { + if (status == WGPURequestDeviceStatus_Success) + *(WGPUDevice*)(pUserData) = device; + else + printf("Could not get WebGPU device: %s\n", message); + }; + WGPUDevice device; + wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device); + return device; +} +#endif + +static bool InitWGPU(GLFWwindow* window) +{ + wgpu::Instance instance = wgpuCreateInstance(nullptr); + +#ifdef __EMSCRIPTEN__ wgpu_device = emscripten_webgpu_get_device(); if (!wgpu_device) return false; +#else + WGPUAdapter adapter = RequestAdapter(instance.Get()); + if (!adapter) + return false; + wgpu_device = RequestDevice(adapter); +#endif - wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr); - - // Use C++ wrapper due to misbehavior in Emscripten. - // Some offset computation for wgpuInstanceCreateSurface in JavaScript - // seem to be inline with struct alignments in the C++ structure +#ifdef __EMSCRIPTEN__ wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; html_surface_desc.selector = "#canvas"; - wgpu::SurfaceDescriptor surface_desc = {}; surface_desc.nextInChain = &html_surface_desc; - - wgpu::Instance instance = wgpuCreateInstance(nullptr); wgpu::Surface surface = instance.CreateSurface(&surface_desc); + wgpu::Adapter adapter = {}; wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter); +#else + wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window); + if (!surface) + return false; + wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm; +#endif + + wgpu_instance = instance.MoveToCHandle(); wgpu_surface = surface.MoveToCHandle(); + wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr); + return true; } diff --git a/examples/example_emscripten_wgpu/web/index.html b/examples/example_glfw_wgpu/web/index.html similarity index 94% rename from examples/example_emscripten_wgpu/web/index.html rename to examples/example_glfw_wgpu/web/index.html index 82b1c42..a2a91c4 100644 --- a/examples/example_emscripten_wgpu/web/index.html +++ b/examples/example_glfw_wgpu/web/index.html @@ -3,7 +3,7 @@ - Dear ImGui Emscripten+WebGPU example + Dear ImGui Emscripten+GLFW+WebGPU example