Backends: SDLRenderer3: restore modified texture scale modes at the end of RenderDrawData(). (#9378, #9543)

This commit is contained in:
ocornut 2026-09-17 14:32:33 +02:00
parent 7cb5ded5d2
commit 8d3e37eb53
3 changed files with 51 additions and 13 deletions

View file

@ -25,6 +25,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-09-17: Restore modified texture scale modes at the end of RenderDrawData(). Added CurrentScaleMode in ImGui_ImplSDLRenderer3_RenderState (#9543, #9378)
// 2026-07-15: Fixed default sampler state to be linear (broken 2026-04-23). (#9470, #9378)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
@ -58,10 +59,17 @@
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer3_TexScaleModeEntry
{
SDL_Texture* Texture;
SDL_ScaleMode ScaleModeBackup;
};
struct ImGui_ImplSDLRenderer3_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
ImVector<SDL_FColor> ColorBuffer;
ImVector<ImGui_ImplSDLRenderer3_TexScaleModeEntry> TexScaleModeBackups; // Backup of texture scale modes
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@ -82,7 +90,6 @@ static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(renderer, nullptr);
render_state->CurrentScaleMode = SDL_SCALEMODE_LINEAR;
}
@ -116,6 +123,38 @@ static void ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState(const ImDrawLis
static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState(); render_state->CurrentScaleMode = SDL_SCALEMODE_LINEAR; }
static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState(); render_state->CurrentScaleMode = SDL_SCALEMODE_NEAREST; }
// SDLRenderer has various design issues which makes it hard to do it compared to regular graphics API.
// - scale/filtering mode is tied to a texture.
// - scale/filtering mode is not queued as part of the SDL_RenderGeometryXXX commands, so a change in one texture requires a flush.
static void ImGui_ImplSDLRenderer3_TexScaleModeUpdate(SDL_Renderer* renderer, SDL_Texture* tex, SDL_ScaleMode desired_scale_mode)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
SDL_ScaleMode tex_scale_mode = desired_scale_mode;
if (!SDL_GetTextureScaleMode(tex, &tex_scale_mode) || tex_scale_mode == desired_scale_mode)
return;
SDL_FlushRenderer(renderer);
SDL_SetTextureScaleMode(tex, desired_scale_mode);
// Store backup of old scale mode
for (ImGui_ImplSDLRenderer3_TexScaleModeEntry& entry : bd->TexScaleModeBackups)
if (entry.Texture == tex)
return;
ImGui_ImplSDLRenderer3_TexScaleModeEntry entry = { tex, tex_scale_mode };
bd->TexScaleModeBackups.push_back(entry);
}
static void ImGui_ImplSDLRenderer3_TexScaleModeRestoreBackups(SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
if (bd->TexScaleModeBackups.Size == 0)
return;
SDL_FlushRenderer(renderer);
for (ImGui_ImplSDLRenderer3_TexScaleModeEntry& entry : bd->TexScaleModeBackups)
if (entry.ScaleModeBackup != SDL_SCALEMODE_INVALID)
SDL_SetTextureScaleMode(entry.Texture, entry.ScaleModeBackup);
bd->TexScaleModeBackups.resize(0);
}
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
@ -165,11 +204,11 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
// Setup desired state
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
IM_ASSERT(bd->TexScaleModeBackups.Size == 0);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
SDL_ScaleMode last_scale_mode = render_state.CurrentScaleMode;
// Render command lists
for (const ImDrawList* draw_list : draw_data->CmdLists)
@ -199,20 +238,17 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_SetRenderClipRect(renderer, &r);
// Setup texture scale/filtering mode
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
ImGui_ImplSDLRenderer3_TexScaleModeUpdate(renderer, tex, render_state.CurrentScaleMode);
// Draw
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
if (last_scale_mode != render_state.CurrentScaleMode)
SDL_FlushRenderer(renderer);
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_SetTextureScaleMode(tex, render_state.CurrentScaleMode);
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col));
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
@ -227,6 +263,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
// Restore modified SDL_Renderer state
SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
ImGui_ImplSDLRenderer3_TexScaleModeRestoreBackups(renderer);
}
void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)

View file

@ -49,7 +49,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
struct ImGui_ImplSDLRenderer3_RenderState
{
SDL_Renderer* Renderer;
SDL_ScaleMode CurrentScaleMode;
SDL_ScaleMode CurrentScaleMode; // Current scale mode during render.
};
static inline ImGui_ImplSDLRenderer3_RenderState* ImGui_ImplSDLRenderer3_GetRenderState() { return (ImGui_ImplSDLRenderer3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; }

View file

@ -93,7 +93,7 @@ Other Changes:
and various operators.
- IO: restore default clipboard/ime/shell platform handlers on ClearPlatformHandlers(), fixing
issues switching backends mid-session to one relying on default. (#9537, #8945, #2769) [@lstalmir]
- ImDrawList:
- DrawList:
- Per-viewport FramebufferScale for Apple/Retina screen is applied to draw lists:
- AA Fringe is scaled accordingly.
- Circle and Curves tessellation error are scaled accordingly.
@ -106,6 +106,7 @@ Other Changes:
- QNX: added QNX Screen backend. (#9492) [@mgorchak-blackberry]
- SDL2: fixed querying framebuffer scale/density when using Metal without
going through a SDL_Renderer. (#5592) [@lailoken]
- SDLRenderer3: restore any temporarily modified texture scale modes at the of `RenderDrawData()`. (#9378)
- SDLRenderer3: expose CurrentScaleMode in ImGui_ImplSDLRenderer3_RenderState. (#9543, #9378) [@Clownacy]
- Vulkan: added for support for multiple Vulkan contexts with custom loaders. (#6616) [@lstalmir]
- WebGPU: fixed passing non-integer sizes to `wgpuRenderPassEncoderSetViewport()`