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@@ -4,8 +4,7 @@
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
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// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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-// Missing features:
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-// [ ] Renderer: Multi-viewport support (multiple windows).
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+// [X] Renderer: Multi-viewport support (multiple windows).
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// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
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// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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@@ -568,6 +567,9 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
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if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;}
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if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;}
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}
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}
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+static void ImGui_ImplSDLGPU3_InitMultiViewportSupport();
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+static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
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+
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bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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@@ -579,6 +581,8 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_sdlgpu3";
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io.BackendRendererName = "imgui_impl_sdlgpu3";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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+ io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;
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+
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IM_ASSERT(info->Device != nullptr);
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IM_ASSERT(info->Device != nullptr);
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IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
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IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
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@@ -587,15 +591,20 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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ImGui_ImplSDLGPU3_CreateDeviceObjects();
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ImGui_ImplSDLGPU3_CreateDeviceObjects();
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+ ImGui_ImplSDLGPU3_InitMultiViewportSupport();
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+
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return true;
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return true;
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}
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}
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+
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void ImGui_ImplSDLGPU3_Shutdown()
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void ImGui_ImplSDLGPU3_Shutdown()
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{
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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+ ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
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+
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ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendRendererUserData = nullptr;
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@@ -612,4 +621,73 @@ void ImGui_ImplSDLGPU3_NewFrame()
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ImGui_ImplSDLGPU3_CreateFontsTexture();
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ImGui_ImplSDLGPU3_CreateFontsTexture();
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}
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}
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+//--------------------------------------------------------------------------------------------------------
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+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
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+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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+//--------------------------------------------------------------------------------------------------------
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+
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+static void ImGui_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport) {
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+ ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
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+ SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
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+ SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window);
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+ viewport->RendererUserData = (void*)1;
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+}
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+
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+static void ImGui_ImplSDLGPU3_RenderWindow(ImGuiViewport* viewport, void*)
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+{
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+ ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
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+ SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
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+
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+ ImDrawData* draw_data = viewport->DrawData;
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+
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+ SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(data->InitInfo.Device);
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+
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+ SDL_GPUTexture* swapchain_texture;
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+ SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
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+
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+ if (swapchain_texture != nullptr)
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+ {
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+ ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
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+
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+ SDL_GPUColorTargetInfo target_info = {};
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+ target_info.texture = swapchain_texture;
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+ target_info.clear_color = SDL_FColor{ 0.0f,0.0f,0.0f,1.0f };
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+ target_info.load_op = SDL_GPU_LOADOP_CLEAR;
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+ target_info.store_op = SDL_GPU_STOREOP_STORE;
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+ target_info.mip_level = 0;
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+ target_info.layer_or_depth_plane = 0;
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+ target_info.cycle = false;
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+ SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
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+
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+ ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
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+
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+ SDL_EndGPURenderPass(render_pass);
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+ }
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+
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+ SDL_SubmitGPUCommandBuffer(command_buffer);
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+}
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+
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+static void ImGui_ImplSDLGPU3_DestroyWindow(ImGuiViewport* viewport) {
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+ ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
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+ if (viewport->RendererUserData) {
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+ SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
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+ SDL_ReleaseWindowFromGPUDevice(data->InitInfo.Device, window);
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+ }
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+ viewport->RendererUserData = nullptr;
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+}
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+
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+static void ImGui_ImplSDLGPU3_InitMultiViewportSupport() {
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+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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+ platform_io.Renderer_RenderWindow = ImGui_ImplSDLGPU3_RenderWindow;
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+ platform_io.Renderer_CreateWindow = ImGui_ImplSDLGPU3_CreateWindow;
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+ platform_io.Renderer_DestroyWindow = ImGui_ImplSDLGPU3_DestroyWindow;
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+}
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+
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+static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport()
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+{
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+ ImGui::DestroyPlatformWindows();
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+}
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+
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+
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#endif // #ifndef IMGUI_DISABLE
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#endif // #ifndef IMGUI_DISABLE
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