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https://github.com/xemu-project/imgui.git
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Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636)
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@ -42,6 +42,9 @@ Other Changes:
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- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton]
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- ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740)
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- Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94)
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- Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when
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a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory
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usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636)
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- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count,
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would generally make the debug layer complain (Added in 1.72).
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- Backends: Vulkan: Added support for specifying multisample count.
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51
imgui.cpp
51
imgui.cpp
@ -1244,6 +1244,7 @@ ImGuiIO::ImGuiIO()
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ConfigInputTextCursorBlink = true;
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ConfigWindowsResizeFromEdges = true;
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ConfigWindowsMoveFromTitleBarOnly = false;
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ConfigWindowsMemoryCompactTimer = 60.0f;
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// Platform Functions
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BackendPlatformName = BackendRendererName = NULL;
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@ -2699,6 +2700,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
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LastFrameActive = -1;
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LastTimeActive = -1.0f;
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ItemWidthDefault = 0.0f;
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FontWindowScale = 1.0f;
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SettingsIdx = -1;
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@ -2713,6 +2715,9 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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NavLastIds[0] = NavLastIds[1] = 0;
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NavRectRel[0] = NavRectRel[1] = ImRect();
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NavLastChildNavWindow = NULL;
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MemoryCompacted = false;
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MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0;
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}
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ImGuiWindow::~ImGuiWindow()
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@ -2783,6 +2788,36 @@ static void SetCurrentWindow(ImGuiWindow* window)
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g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
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}
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// Free up/compact internal window buffers, we can use this when a window becomes unused.
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// This is currently unused by the library, but you may call this yourself for easy GC.
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// Not freed:
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// - ImGuiWindow, ImGuiWindowSettings, Name
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// - StateStorage, ColumnsStorage (may hold useful data)
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// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
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void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
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{
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window->MemoryCompacted = true;
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window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
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window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
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window->IDStack.clear();
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window->DrawList->ClearFreeMemory();
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window->DC.ChildWindows.clear();
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window->DC.ItemFlagsStack.clear();
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window->DC.ItemWidthStack.clear();
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window->DC.TextWrapPosStack.clear();
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window->DC.GroupStack.clear();
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}
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void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
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{
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// We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
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// The other buffers tends to amortize much faster.
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window->MemoryCompacted = false;
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window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
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window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
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window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
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}
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void ImGui::SetNavID(ImGuiID id, int nav_layer)
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{
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ImGuiContext& g = *GImGui;
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@ -3814,8 +3849,9 @@ void ImGui::NewFrame()
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g.NavIdTabCounter = INT_MAX;
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// Mark all windows as not visible
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// Mark all windows as not visible and compact unused memory.
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IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
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const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer > 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX;
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for (int i = 0; i != g.Windows.Size; i++)
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{
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ImGuiWindow* window = g.Windows[i];
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@ -3823,6 +3859,10 @@ void ImGui::NewFrame()
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window->BeginCount = 0;
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window->Active = false;
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window->WriteAccessed = false;
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// Garbage collect (this is totally functional but we may need decide if the side-effects are desirable)
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if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
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GcCompactTransientWindowBuffers(window);
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}
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// Closing the focused window restore focus to the first active root window in descending z-order
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@ -5391,6 +5431,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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{
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window->Flags = (ImGuiWindowFlags)flags;
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window->LastFrameActive = current_frame;
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window->LastTimeActive = (float)g.Time;
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window->BeginOrderWithinParent = 0;
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window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
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}
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@ -5404,6 +5445,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
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IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
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// We allow window memory to be compacted so recreate the base stack when needed.
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if (window->IDStack.Size == 0)
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window->IDStack.push_back(window->ID);
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// Add to stack
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// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
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g.CurrentWindowStack.push_back(window);
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@ -5468,6 +5513,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
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window->IDStack.resize(1);
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// Restore buffer capacity when woken from a compacted state, to avoid
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if (window->MemoryCompacted)
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GcAwakeTransientWindowBuffers(window);
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// Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
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// The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
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bool window_title_visible_elsewhere = false;
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1
imgui.h
1
imgui.h
@ -1360,6 +1360,7 @@ struct ImGuiIO
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bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
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bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
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bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
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float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to 0.0f to disable.
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//------------------------------------------------------------------
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// Platform Functions
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@ -3049,6 +3049,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
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if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink");
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if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges");
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if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly");
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if (io.ConfigWindowsMemoryCompactTimer > 0.0f) ImGui::Text("io.ConfigWindowsMemoryCompactTimer = %.1ff", io.ConfigWindowsMemoryCompactTimer);
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ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags);
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if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
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if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
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@ -1321,8 +1321,8 @@ struct IMGUI_API ImGuiWindow
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ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
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ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)
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ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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// The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer.
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// The main 'OuterRect', omitted as a field, is window->Rect().
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@ -1334,6 +1334,7 @@ struct IMGUI_API ImGuiWindow
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ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
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int LastFrameActive; // Last frame number the window was Active.
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float LastTimeActive;
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float ItemWidthDefault;
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ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
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ImGuiStorage StateStorage;
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@ -1352,6 +1353,10 @@ struct IMGUI_API ImGuiWindow
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ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
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ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
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bool MemoryCompacted;
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int MemoryDrawListIdxCapacity;
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int MemoryDrawListVtxCapacity;
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public:
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ImGuiWindow(ImGuiContext* context, const char* name);
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~ImGuiWindow();
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@ -1483,6 +1488,8 @@ namespace ImGui
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IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
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IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
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IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
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IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
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IMGUI_API void SetCurrentFont(ImFont* font);
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inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
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