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Backends: Rework blending equation to preserve alpha in output buffer accross all backends. (#2693, #2764, #2766, #2873, #3447, #3813, #3816)
Some of the viewport ideas from #2766 are not in there yet (e.g. Vulkan: setting compositeAlpha based on cap.supportedCompositeAlpha)
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@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-02-18: Change blending equation to preserve alpha in output buffer.
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// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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@ -68,7 +69,7 @@ struct ImDrawVertAllegro
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static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
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{
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// Setup blending
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al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
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al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA);
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// Setup orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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@ -11,6 +11,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
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// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
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// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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@ -439,8 +440,8 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
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desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
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desc.BlendOp = D3D10_BLEND_OP_ADD;
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desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
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desc.DestBlendAlpha = D3D10_BLEND_ZERO;
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desc.SrcBlendAlpha = D3D10_BLEND_ONE;
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desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
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desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
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desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
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g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
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@ -11,6 +11,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
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// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
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// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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@ -451,8 +452,8 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
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@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
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@ -585,8 +586,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
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desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
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desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
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desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
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desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
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desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
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desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
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desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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}
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@ -11,6 +11,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
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// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
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@ -67,6 +68,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
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@ -11,6 +11,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
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// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
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// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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@ -386,10 +387,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
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pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
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pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
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pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
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pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
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pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
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pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
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pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
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pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
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pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
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pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
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pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
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@ -81,6 +81,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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@ -13,6 +13,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
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// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
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// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
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// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
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@ -247,7 +248,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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@ -22,6 +22,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
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// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions().
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// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
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// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
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@ -815,8 +816,8 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
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color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
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color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
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color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
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color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
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color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
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color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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@ -12,6 +12,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-02-18: Change blending equation to preserve alpha in output buffer.
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// 2021-01-28: Initial version.
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#include "imgui.h"
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@ -638,7 +639,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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{
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color_state.format = g_renderTargetFormat;
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color_state.alphaBlend.operation = WGPUBlendOperation_Add;
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color_state.alphaBlend.srcFactor = WGPUBlendFactor_SrcAlpha;
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color_state.alphaBlend.srcFactor = WGPUBlendFactor_One;
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color_state.alphaBlend.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
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color_state.colorBlend.operation = WGPUBlendOperation_Add;
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color_state.colorBlend.srcFactor = WGPUBlendFactor_SrcAlpha;
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@ -45,6 +45,10 @@ Other Changes:
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- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
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with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
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- ImDrawList: AddCircle, AddCircleFilled(): New default for style.
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- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
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preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
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accross all backends), facilitating compositing of the output buffer with another buffer.
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(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
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- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
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scheduled builds builds are not required. [@rokups]
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