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Docs: update docs/comments about ImTextureRef, ImTextureID. (#8783)

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ocornut 2025-07-10 19:04:43 +02:00
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@ -389,8 +389,8 @@ node open/closed state differently. See what makes more sense in your situation!
### Q: What are ImTextureID/ImTextureRef?
**Short explanation:**
- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
- To load and display your own textures, refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value.
- By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason), but the examples linked above may be useful references.
@ -398,12 +398,20 @@ node open/closed state differently. See what makes more sense in your situation!
**Details:**
1.92 introduced `ImTextureRef` in June 2025.
- Most drawing functions using ImTextureID were changed to use ImTextureRef.
- We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
- All drawing functions using `ImTextureID` were changed to use `ImTextureRef`.
- You can trivially create a `ImTextureRef` from a `ImTextureID`.
- **If you use Image functions with textures that you have loaded/created yourself, you will mostly likely only ever store/manipulate `ImTextureID` and then pass them as `ImTextureRef`.**
- You only NEED to manipulate `ImTextureRef` when dealing with textures managed by the backend itself, aka mainly the atlas texture for now.
- We intentionally do not provide an implicit `ImTextureRef` -> `ImTextureID` cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
**ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.**
```cpp
#ifndef ImTextureID
typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
#endif
```
- When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
- User may submit their own textures to e.g. ImGui::Image() function by passing the same type.
- User may submit their own textures to e.g. `ImGui::Image()` function by passing this value.
- During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a ImTextureRef, which is stored inside ImDrawCmd.
- Compile-time type configuration:
- To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
@ -411,13 +419,27 @@ node open/closed state differently. See what makes more sense in your situation!
- You may decide to store a higher-level structure containing texture, sampler, shader etc. with various constructors if you like. You will need to implement ==/!= operators.
**ImTextureRef = higher-level identifier for a texture.**
```cpp
// Store a ImTextureID _or_ a ImTextureData*.
struct ImTextureRef
{
ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
inline ImTextureID GetTexID() const { return _TexData ? _TexData->TexID : _TexID; }
// Members (either are set, never both!)
ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
};
```
- The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
- This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
- This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
- When a texture is created by user code (e.g. custom images), we directly stores the low-level `ImTextureID`.
- When a texture is created by the backend, we stores a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened.
- There is no constructor to create a `ImTextureID` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code.
- If you want to bind the current atlas when using custom rectangle, you can use `io.Fonts->TexRef`.
- When a texture is created by user code (e.g. custom images), we directly store the low-level `ImTextureID`.
- Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
- When a texture is created by the backend, we store a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened.
- There is no constructor to create a `ImTextureRef` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code.
- If you want to bind the current atlas when using custom rectangles, you can use `io.Fonts->TexRef`.
- Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. `inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }`
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**