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Add support for user images to ImGui integration of SampleBase #9
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Hi! As it was discussed here NVIDIA-RTX/NRI#111, it does make sense to develop an NRI-based ImGui backend and (ideally) just get it published in "ImGui" repo. But as a start, why not do it in NRIFramework? I will add support to user images soon... |
I think, the productization should be done in this order:
|
I think that plan sounds great. To learn NRI, I wanted to create a simple 2D sprite batcher utility, which generates triangles and draw lists in a similar way to ImGui. I ended up just grabbing a I'm sure there is a better way, so I'm looking forward to seeing what someone with more NRI experience can come up with for ImGui. |
Sounds right. IMO, to minimize copy operations 2 sets are needed: one for all static stuff, another one (with several instances) for a texture (which can change). The another one should be allocated from a ring buffer, big enough to maintain desired number of user textures per frame multiplied by number of frames in flight.
We will see what I will be able to reach :) What I use now does vertex data packing to minimize CPU-GPU traffic and offers minimal HDR support.
NRI tries to not introduce new concepts. |
I see SampleBase has ImGui integrated, but it doesn't have support for user images or custom font textures.
A working example of this for NRI would be really useful, and I guess this would be the most convenient place to do it.
Ideally the
Descriptor*
would be used as theImTextureID
, but I'm not sure how to make that work with NRI's design.I'm currently very inexperienced with NRI, but integration is clearly not as simple as:
(As
UpdateDescriptorRanges()
is immediate butCmdDrawIndexed()
buffered.)Since the descriptor set part of NRI sort of resembles Vulkan, perhaps this issue is relevant: ocornut/imgui#914
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