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ImGui drawing code now takes place in the main thread, a snapshot of the render data is created in CMaterialSystem::SwapBuffers(), and is being rendered in the render thread right before SpinPresent(). The reason why this was necessary, is because ConVar::GetString() isn't thread safe if its not marked FCVAR_MATERIAL_SYSTEM_THREAD or FCVAR_ACCESSIBLE_FROM_THREADS, and we used it for the console suggestions window, which iterates over every ConVar, accessible from threads or not.
34 lines
1.4 KiB
C
34 lines
1.4 KiB
C
// Usage:
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// static ImDrawDataSnapshot snapshot; // Important: make persistent across frames to reuse buffers.
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// snapshot.SnapUsingSwap(ImGui::GetDrawData(), ImGui::GetTime());
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// [...]
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// ImGui_ImplDX11_RenderDrawData(&snapshot.DrawData);
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// FIXME: Could store an ID in ImDrawList to make this easier for user.
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#include "imgui_internal.h" // ImPool<>, ImHashData
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struct ImDrawDataSnapshotEntry
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{
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ImDrawList* SrcCopy = NULL; // Drawlist owned by main context
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ImDrawList* OurCopy = NULL; // Our copy
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double LastUsedTime = 0.0;
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};
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struct ImDrawDataSnapshot
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{
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// Members
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ImDrawData DrawData;
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ImPool<ImDrawDataSnapshotEntry> Cache;
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float MemoryCompactTimer = 20.0f; // Discard unused data after 20 seconds
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// Functions
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~ImDrawDataSnapshot() { Clear(); }
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void Clear();
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void SnapUsingSwap(ImDrawData* src, double current_time); // Efficient snapshot by swapping data, meaning "src_list" is unusable.
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//void SnapUsingCopy(ImDrawData* src, double current_time); // Deep-copy snapshot
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// Internals
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ImGuiID GetDrawListID(ImDrawList* src_list) { return ImHashData(&src_list, sizeof(src_list)); } // Hash pointer
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ImDrawDataSnapshotEntry* GetOrAddEntry(ImDrawList* src_list) { return Cache.GetOrAddByKey(GetDrawListID(src_list)); }
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};
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