Columns/ImDrawList: dispatch render of each column in a sub-draw list and merge on closure, saving draw calls (#125)
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3e4841765d
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74
imgui.cpp
74
imgui.cpp
@ -6,7 +6,6 @@
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// ANTI-ALIASED PRIMITIVES BRANCH
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// TODO
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// - Redesign parameters passed to RenderFn ImDrawList etc.
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// - Support for thickness stroking. recently been added to the ImDrawList API as a convenience.
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/*
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@ -8668,12 +8667,14 @@ void ImGui::NextColumn()
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if (++window->DC.ColumnsCurrent < window->DC.ColumnsCount)
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{
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window->DC.ColumnsOffsetX = ImGui::GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.ColumnsStartX + g.Style.ItemSpacing.x;
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window->DrawList->ChannelsSetCurrent(window->DC.ColumnsCurrent);
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}
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else
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{
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsOffsetX = 0.0f;
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window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY;
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window->DrawList->ChannelsSetCurrent(0);
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}
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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
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window->DC.CursorPos.y = window->DC.ColumnsCellMinY;
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@ -8785,6 +8786,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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ItemSize(ImVec2(0,0)); // Advance to column 0
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ImGui::PopItemWidth();
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PopClipRect();
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window->DrawList->ChannelsMerge(window->DC.ColumnsCount);
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window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
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window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
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@ -8848,7 +8850,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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const float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store an union into the map?)
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window->DC.ColumnsOffsetsT[column_index] = t;
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}
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window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
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PushColumnClipRect();
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ImGui::PushItemWidth(ImGui::GetColumnWidth() * 0.65f);
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}
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@ -8963,8 +8965,10 @@ void ImDrawList::Clear()
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vtx_current_idx = 0;
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idx_buffer.resize(0);
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idx_write = NULL;
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channel_current = 0;
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clip_rect_stack.resize(0);
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texture_id_stack.resize(0);
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// NB: Do not clear channels so our allocations are re-used after the first frame.
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}
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void ImDrawList::ClearFreeMemory()
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@ -8975,8 +8979,16 @@ void ImDrawList::ClearFreeMemory()
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vtx_current_idx = 0;
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idx_buffer.clear();
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idx_write = NULL;
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channel_current = 0;
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clip_rect_stack.clear();
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texture_id_stack.clear();
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for (int i = 0; i < channels.Size; i++)
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{
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if (i == 0) memset(&channels[0], 0, sizeof(channels[0])); // channel 0 is a copy of cmd_buffer/idx_buffer, don't destruct again
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channels[i].cmd_buffer.clear();
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channels[i].idx_buffer.clear();
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}
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channels.clear();
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}
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void ImDrawList::AddDrawCmd()
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@ -9008,6 +9020,64 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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AddDrawCmd();
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}
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void ImDrawList::ChannelsSplit(int channel_count)
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{
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IM_ASSERT(channel_current == 0);
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int old_channels_count = channels.Size;
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if (old_channels_count < channel_count)
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channels.resize(channel_count);
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for (int i = 0; i < channel_count; i++)
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if (i >= old_channels_count)
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new(&channels[i]) ImDrawChannel();
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else
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channels[i].cmd_buffer.resize(0), channels[i].idx_buffer.resize(0);
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}
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void ImDrawList::ChannelsMerge(int channel_count)
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{
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// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
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// This is why this function takes 'channel_count' as a parameter of how many channels to merge (the user knows)
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if (channel_count < 2)
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return;
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ChannelsSetCurrent(0);
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if (cmd_buffer.Size && cmd_buffer.back().elem_count == 0)
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cmd_buffer.pop_back();
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int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
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for (int i = 1; i < channel_count; i++)
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{
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ImDrawChannel& ch = channels[i];
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if (ch.cmd_buffer.Size && ch.cmd_buffer.back().elem_count == 0)
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ch.cmd_buffer.pop_back();
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new_cmd_buffer_count += ch.cmd_buffer.Size;
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new_idx_buffer_count += ch.idx_buffer.Size;
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}
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cmd_buffer.resize(cmd_buffer.Size + new_cmd_buffer_count);
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idx_buffer.resize(idx_buffer.Size + new_idx_buffer_count);
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ImDrawCmd* cmd_write = cmd_buffer.Data + cmd_buffer.Size - new_cmd_buffer_count;
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idx_write = idx_buffer.Data + idx_buffer.Size - new_idx_buffer_count;
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for (int i = 1; i < channel_count; i++)
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{
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ImDrawChannel& ch = channels[i];
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if (int sz = ch.cmd_buffer.Size) { memcpy(cmd_write, ch.cmd_buffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
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if (int sz = ch.idx_buffer.Size) { memcpy(idx_write, ch.idx_buffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
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}
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AddDrawCmd();
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}
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void ImDrawList::ChannelsSetCurrent(int idx)
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{
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if (channel_current == idx) return;
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memcpy(&channels.Data[channel_current].cmd_buffer, &cmd_buffer, sizeof(cmd_buffer));
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memcpy(&channels.Data[channel_current].idx_buffer, &idx_buffer, sizeof(idx_buffer));
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channel_current = idx;
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memcpy(&cmd_buffer, &channels.Data[channel_current].cmd_buffer, sizeof(cmd_buffer));
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memcpy(&idx_buffer, &channels.Data[channel_current].idx_buffer, sizeof(idx_buffer));
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idx_write = idx_buffer.Data + idx_buffer.Size;
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}
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void ImDrawList::UpdateClipRect()
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{
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ImDrawCmd* current_cmd = cmd_buffer.Size ? &cmd_buffer.back() : NULL;
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20
imgui.h
20
imgui.h
@ -1017,6 +1017,13 @@ struct ImDrawVert
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IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
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#endif
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// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
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struct ImDrawChannel
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{
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ImVector<ImDrawCmd> cmd_buffer;
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ImVector<ImDrawIdx> idx_buffer;
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};
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// Draw command list
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// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
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// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
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@ -1028,10 +1035,10 @@ struct ImDrawList
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{
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// This is what you have to render
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ImVector<ImDrawCmd> cmd_buffer; // Commands. Typically 1 command = 1 gpu draw call.
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ImVector<ImDrawVert> vtx_buffer; // Vertex buffer.
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ImVector<ImDrawIdx> idx_buffer; // Index buffer. Each command consume ImDrawCmd::idx_count of those
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ImVector<ImDrawVert> vtx_buffer; // Vertex buffer.
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// [Internal to ImGui]
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// [Internal, used while building lists]
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const char* owner_name; // Pointer to owner window's name (if any) for debugging
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ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
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unsigned int vtx_current_idx; // [Internal] == vtx_buffer.Size
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@ -1039,6 +1046,8 @@ struct ImDrawList
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ImVector<ImVec4> clip_rect_stack; // [Internal]
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ImVector<ImTextureID> texture_id_stack; // [Internal]
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ImVector<ImVec2> path; // [Internal] current path building
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int channel_current; //
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ImVector<ImDrawChannel> channels; // [Internal] draw channels for layering or columns API
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ImDrawList() { owner_name = NULL; Clear(); }
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~ImDrawList() { ClearFreeMemory(); }
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@ -1072,8 +1081,11 @@ struct ImDrawList
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inline void PathStroke(ImU32 col, float thickness, bool closed) { AddPolyline(path.Data, path.Size, col, thickness, closed, true); PathClear(); }
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// Advanced
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IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
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IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
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IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
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IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
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IMGUI_API void ChannelsSplit(int channel_count);
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IMGUI_API void ChannelsMerge(int channel_count);
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IMGUI_API void ChannelsSetCurrent(int idx);
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// Internal helpers
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IMGUI_API void PrimReserve(int idx_count, int vtx_count);
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