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Add support for multiple GLFW contexts #3934
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…fw window as global in order to better handle the situation where the caller might be self-managing multiple glfw contexts (ocornut#3012)
… context. This allows users to self-manage multiple glfw contexts (ocornut#3012)
Don't forget the docking branch already has multi-windows capabilities, so this change likely would heavily conflict with it. |
Yeah, I did look at using that branch but it was unclear to me how I can integrate it with an existing application that manually uses glfwCreateWindow. For instance when I create a second window I register my own glfw callbacks, which then call into the imgui glfw backend. With viewports when you create a new viewport/window (which I also couldn't figure out how to do without creating an imgui window first) the backend registers its own callbacks. Its kinda an inverted ownership, I want to own the glfw window/context of all windows but in the viewport world, imgui owns it. That branch also still has the issue of the global variables, specifically I do think eventually the viewport feature would be the correct way to achieve multi-window support but I'm not sure it has all the features at the moment. |
You do not really need to do this for docking branch. I integrated docking branch to a larger codebase without having to do any changes. I used SDL backend, but its not that different from GLFW. |
Yeah, the docking branch for sure works great if your application is only creating one initial GLFWwindow and passing that to the backend (the normal case). Imgui creates/manages additional GLFWwindow's as needed for viewports. I have no issue with that flow and it also "just works" for my application.
Correct, but in my case my application is creating its own GLFWwindows that are not imgui viewports. They are full platform windows with their own GLFW callbacks.
When you say window do you mean platform window (like a GLFWwindow), imgui window (ImGui::Begin), or an imgui viewport?
For a large existing application changing to rendering into a texture is not always feasible. I believe the change I am requesting with this pull request is orthogonal and complimentary to the viewport feature (albeit not implemented on the docking branch). Imgui can still manage the creation/destruction of its own platform windows for viewport usage, but it would be nice to also support allowing the user to manage creation/destruction of platform windows. |
I mean
And problem is that you want to render imgui ui in those windows as well? As it might not be trivial. This library started as a debug UI for games, so due to legacy reasons it is tied to a main viewport (think game window). Docking/viewports came later and even though now we can detach imgui windows from main viewport - we still need to keep main viewport around. I have a feeling what you actually need sort of like rendering into multiple main viewports, which would not be easy way to achieve. I am a bit confused what this patch achieves, because |
I think we'll get there. Some of the work that has been done recently with backporting and clarifying the concept of "main viewport" in master branch was tied to the necessity to also support 0 main viewport, and down the line we will also support "N user created viewport" which will serve as host viewports for imgui windows. (Also linking to #2004) |
Correct.
That's why this patch removed the
GLFW allows you to share the opengl context between platform windows ( I just add two calls in the render loop for each window to set the context's: bool AppWindow::render()
{
glfwMakeContextCurrent(m_glfw_window); // Added
ImGui::SetCurrentContext(m_imgui_context); // Added
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
draw_all_the_stuff();
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(m_glfw_window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0.18f, 0.18f, 0.18f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(m_glfw_window);
}
In the glfw backend we look up the current context via
They act as totally separate host platform windows. As if you launched another instance of your application, you will have two windows in the windows task bar for example. What really sent me down this path was that macOS really does not want you to launch separate instances of your app. It very much wants to launch multiple platform windows within the same app instance. So to handle this I need the imgui glfw backend to allow switching between them via |
I just discovered that |
…and Shutdown instead of determining it from glfwCurrentContext since glfw contexts are only valid when using opengl.
I have pushed a new patch which removes the dependency on |
I suppose i worded my questions wrong. What i was really getting at is that handling of main viewport (main application window) is hardcoded in imgui internals. Switching window and OpenGL context should be breaking a lot of stuff because from perspective of library you would be still rendering into same main viewport except its size would change when you switch between windows. Although if you submitted a PR i suppose it works to some degree, which is a surprising luck. |
…rder to get properly constructed State objects with the correct member initialization
Hello, (Will paste same messages in a few threads) With 70c6038 i have rearranged all backends to pull their data from structures. This support in theory can be enabled by changing a small portion of the code: Remove those 4 lines: // Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplGlfw_Data* g_Data;
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplGlfw_Data); return g_Data; }
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
static void ImGui_ImplGlfw_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } Replace with those 3 lines: static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_CreateBackendData() { return IM_NEW(ImGui_ImplGlfw_Data)(); }
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { return (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData; }
static void ImGui_ImplGlfw_DestroyBackendData() { IM_DELETE(ImGui_ImplGlfw_GetBackendData()); } (For platform backend,
Current change being harmless and healthy I don't mind it but I'm not very excited with promoting and encouraging support of multiple-imgui-context-each-in-their-own-backend-context. I think that feature is likely to be incompatible with multi-viewports (single imgui context + multiple backend windows) and I think instead we should aim at reworking this to let user register any existing window. @bear24rw Since you submitted this PR for GLFW, could you pull latest, apply the 3-4 lines change above and see if this work for your usage? Thank you! |
@bear24rw I have enabled support with 4cec3a0 as it seemed to more or less work in my testbed but I'm keeping this advertised as barely tested. (Difference over your version: all data stored in imgui context so only It should have the same functionalities and the same issues (shared resources such as gamepad or mouse cursor shape may not work well). Current change being generaly healthy I don't mind it but I'm not very excited with promoting and encouraging support of multiple-imgui-context-each-in-their-own-backend-context. I think that feature is likely to be incompatible with multi-viewports (single imgui context + multiple backend windows) and I think instead we should aim at reworking this to let user register any existing window. |
I just tested on my project and it works great! Definitely a cleaner solution than my original PR. I think the only thing users need to watch out for is that they need to register their own glfw callbacks to ensure the imgui context is set correctly before fowarding the call to the imgui backend. I believe this is needed because you dont know what window is active when glfw is triggering the callbacks. For example: PlatformWindow::PlatformWindow()
{
m_imgui_context = ImGui::CreateContext();
ImGui::SetCurrentContext(m_imgui_context);
const bool install_callbacks = false;
ImGui_ImplGlfw_InitForOther(m_glfw_window, install_callbacks);
ImGui_ImplMetal_Init(s_device);
auto char_callback_func = [](GLFWwindow* w, unsigned int c) { static_cast<PlatformWindow*>(glfwGetWindowUserPointer(w))->char_callback(c); };
glfwSetCharCallback(m_glfw_window, char_callback_func);
glfwSetWindowUserPointer(m_glfw_window, this);
}
void PlatformWindow::char_callback(unsigned int c)
{
ImGui::SetCurrentContext(m_imgui_context);
ImGui_ImplGlfw_CharCallback(m_glfw_window, c);
} |
Thanks for the clarification! Another solution would be to rework the backend to store an additional For now I'll add additional commentary about that. |
…() for forward compatibility with docking branch. + Comments (#3934)
On Windows, when I've used dedicated thread for ImGui rendering, and used TLS for GImGui, there's still a bug: When I move mouse into editor window, plugin crashes. GDB shows that it crashes when ImGui's GLFW callback function is accessing backend data via ImGui_ImplGlfw_GetBackendData() (returns current ImGui context). This is because GLFW queries window events in main thread, not in drawing thread. Since the two threads have their own GImGui instance, GImGui will be null in main thread. @bear24rw (Max Thurn) provided a workaround: register our own glfw callbacks to ensure the imgui context is set correctly before fowarding the call to the imgui backend. This workaround doesn't aim at multithreading, but works well for me! Reference: ocornut/imgui#3934 (comment)
On Windows, when I've used dedicated thread for ImGui rendering, and used TLS for GImGui, there's still a bug: When I move mouse into editor window, plugin crashes. GDB shows that it crashes when ImGui's GLFW callback function is accessing backend data via ImGui_ImplGlfw_GetBackendData() (returns current ImGui context). This is because GLFW queries window events in main thread, not in drawing thread. Since the two threads have their own GImGui instance, GImGui will be null in main thread. @bear24rw (Max Thurn) provided a workaround: register our own glfw callbacks to ensure the imgui context is set correctly before fowarding the call to the imgui backend. This workaround doesn't aim at multithreading, but works well for me! Reference: ocornut/imgui#3934 (comment) WARNING: This commit is not suitable for Linux (with X11). On Linux, it will cause "Forgot to call Render() or EndFrame() at the end of the previousframe?" error.
On Windows, when I've used dedicated thread for ImGui rendering, and used TLS for GImGui, there's still a bug: When I move mouse into editor window, plugin crashes. GDB shows that it crashes when ImGui's GLFW callback function is accessing backend data via ImGui_ImplGlfw_GetBackendData() (returns current ImGui context). This is because GLFW queries window events in main thread, not in drawing thread. Since the two threads have their own GImGui instance, GImGui will be null in main thread. @bear24rw (Max Thurn) provided a workaround: register our own glfw callbacks to ensure the imgui context is set correctly before fowarding the call to the imgui backend. This workaround doesn't aim at multithreading, but works well for me! Reference: ocornut/imgui#3934 (comment) WARNING: This commit is not suitable for Linux (with X11). On Linux, it will cause "Forgot to call Render() or EndFrame() at the end of the previousframe?" error.
On Windows, when I've used dedicated thread for ImGui rendering, and used TLS for GImGui, there's still a bug: When I move mouse into editor window, plugin crashes. GDB shows that it crashes when ImGui's GLFW callback function is accessing backend data via ImGui_ImplGlfw_GetBackendData() (returns current ImGui context). This is because GLFW queries window events in main thread, not in drawing thread. Since the two threads have their own GImGui instance, GImGui will be null in main thread. @bear24rw (Max Thurn) provided a workaround: register our own glfw callbacks to ensure the imgui context is set correctly before fowarding the call to the imgui backend. This workaround doesn't aim at multithreading, but works well for me! Reference: ocornut/imgui#3934 (comment) WARNING: This workaround is not suitable for Linux (with X11). On Linux, it will cause "Forgot to call Render() or EndFrame() at the end of the previousframe?" error. So, only apply it in Windows.
On Windows, when I've used dedicated thread for ImGui rendering, and used TLS for GImGui, there's still a bug: When I move mouse into editor window, plugin crashes. GDB shows that it crashes when ImGui's GLFW callback function is accessing backend data via ImGui_ImplGlfw_GetBackendData() (returns current ImGui context). This is because GLFW queries window events in main thread, not in drawing thread. Since the two threads have their own GImGui instance, GImGui will be null in main thread. @bear24rw (Max Thurn) provided a workaround: register our own glfw callbacks to ensure the imgui context is set correctly before fowarding the call to the imgui backend. This workaround doesn't aim at multithreading, but works well for me! Reference: ocornut/imgui#3934 (comment) WARNING: This workaround is not suitable for Linux (with X11). On Linux, it will cause "Forgot to call Render() or EndFrame() at the end of the previousframe?" error. So, only apply it in Windows.
I have the same situation as #3012 where I am integrating into a large existing code base that manages multiple windows via
glfwCreateWindow
andglfwMakeContextCurrent
. ImGui is currently very close to supporting this out of the box, the only issue is the global state inimgui_impl_glfw.cpp
.The first patch removes the global
g_Window
in favor ofglfwGetCurrentContext()
. This allows the user to manage their own glfw and imgui contexts and the imgui glfw backend will use which ever one is currently active.The second patch encapsulates the other cross-frame state and keeps an instance of it per glfw window in a
ImguiStorage
global. I'm not sure if this is the best data structure to use.The more general solution would probably be related to the Viewports work but it was not obvious to me how to achieve my integration with that branch.