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Backends: SDLGPU3: Added sdl_gpu backend (amends). (#8163, #7998, #7988)

ocornut 8 сар өмнө
parent
commit
e799849272

+ 144 - 157
backends/imgui_impl_sdlgpu3.cpp

@@ -1,4 +1,4 @@
-// dear imgui: Renderer Backend for SDL_Gpu
+// dear imgui: Renderer Backend for SDL_GPU
 // This needs to be used along with the SDL3 Platform Backend
 
 // Implemented features:
@@ -17,19 +17,19 @@
 // - Introduction, links and more at the top of imgui.cpp
 
 // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
-// - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
+// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
 //   Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
 
 // CHANGELOG
-//  2024-11-18: SDL_Gpu: Added the SDL_Gpu backend.
+//  2025-01-09: SDL_Gpu: Added the SDL_GPU3 backend.
 
 #include "imgui.h"
 #ifndef IMGUI_DISABLE
 #include "imgui_impl_sdlgpu3.h"
 #include "imgui_impl_sdlgpu3_shaders.h"
 
-// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU_RenderDrawData()
-struct ImGui_ImplSDLGPU_FrameData
+// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
+struct ImGui_ImplSDLGPU3_FrameData
 {
     SDL_GPUBuffer*      VertexBuffer     = nullptr;
     SDL_GPUBuffer*      IndexBuffer      = nullptr;
@@ -37,10 +37,10 @@ struct ImGui_ImplSDLGPU_FrameData
     uint32_t            IndexBufferSize  = 0;
 };
 
-// SDL_Gpu Data
-struct ImGui_ImplSDLGPU_Data
+// SDL_GPU Data
+struct ImGui_ImplSDLGPU3_Data
 {
-    ImGui_ImplSDLGPU_InitInfo    GPUInitInfo;
+    ImGui_ImplSDLGPU3_InitInfo   GPUInitInfo;
 
     // Graphics pipeline & shaders
     SDL_GPUShader*               VertexShader   = nullptr;
@@ -50,16 +50,16 @@ struct ImGui_ImplSDLGPU_Data
     // Font data
     SDL_GPUSampler*              FontSampler = nullptr;
     SDL_GPUTexture*              FontTexture = nullptr;
-    SDL_GPUTextureSamplerBinding FontBinding = {nullptr,nullptr};
+    SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
 
     // Frame data for main window
-    ImGui_ImplSDLGPU_FrameData MainWindowFrameData;
+    ImGui_ImplSDLGPU3_FrameData  MainWindowFrameData;
 };
 
 // Forward Declarations
-static bool ImGui_ImplSDLGPU_CreateDeviceObjects();
-static void ImGui_ImplSDLGPU_DestroyDeviceObjects();
-static void ImGui_ImplSDLGPU_DestroyFrameData();
+static bool ImGui_ImplSDLGPU3_CreateDeviceObjects();
+static void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
+static void ImGui_ImplSDLGPU3_DestroyFrameData();
 
 //-----------------------------------------------------------------------------
 // FUNCTIONS
@@ -68,38 +68,19 @@ static void ImGui_ImplSDLGPU_DestroyFrameData();
 // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
 // FIXME: multi-context support has never been tested.
-static ImGui_ImplSDLGPU_Data* ImGui_ImplSDLGPU_GetBackendData()
+static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
 {
-    return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+    return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
 }
 
-static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer,uint32_t* old_size, uint32_t new_size,SDL_GPUBufferUsageFlags usage)
+static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
 {
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+    //ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
 
-    SDL_WaitForGPUIdle(v->GpuDevice);
-    SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer);
-
-    SDL_GPUBufferCreateInfo buffer_info = {};
-    buffer_info.usage = usage;
-    buffer_info.size = new_size;
-    buffer_info.props = 0;
-    *buffer = SDL_CreateGPUBuffer(v->GpuDevice,&buffer_info);
-    *old_size = new_size;
-    IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
-}
-
-static void ImGui_ImplSDLGPU_SetupRenderState(ImDrawData* draw_data,SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer,SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
-{
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    
-    // Bind graphics pipeline:
-    {
-        SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
-    }
+    // Bind graphics pipeline
+    SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
 
-    // Bind Vertex And Index Buffers:
+    // Bind Vertex And Index Buffers
     if (draw_data->TotalVtxCount > 0)
     {
         SDL_GPUBufferBinding vertex_buffer_binding = {};
@@ -112,56 +93,66 @@ static void ImGui_ImplSDLGPU_SetupRenderState(ImDrawData* draw_data,SDL_GPUGraph
         SDL_BindGPUIndexBuffer(render_pass,&index_buffer_binding,sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
     }
 
-    // Setup viewport:
-    {
-        SDL_GPUViewport viewport = {};
-        viewport.x = 0;
-        viewport.y = 0;
-        viewport.w = fb_width;
-        viewport.h = fb_height;
-        viewport.min_depth = 0.0f;
-        viewport.min_depth = 1.0f;
-        SDL_SetGPUViewport(render_pass,&viewport);
-    }
-
-    // Setup scale and translation:
+    // Setup viewport
+    SDL_GPUViewport viewport = {};
+    viewport.x = 0;
+    viewport.y = 0;
+    viewport.w = (float)fb_width;
+    viewport.h = (float)fb_height;
+    viewport.min_depth = 0.0f;
+    viewport.min_depth = 1.0f;
+    SDL_SetGPUViewport(render_pass,&viewport);
+
+    // Setup scale and translation
     // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
-    {
-        struct UBO{
-            float scale[2];
-            float translation[2];
-        } ubo;
-        ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
-        ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
-        ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
-        ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
-        SDL_PushGPUVertexUniformData(command_buffer,0,&ubo,sizeof(UBO));
-    }
+    struct UBO { float scale[2]; float translation[2]; } ubo;
+    ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
+    ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
+    ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
+    ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
+    SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
 }
 
-// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound
+static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
+{
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+    ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
+
+    SDL_WaitForGPUIdle(v->GpuDevice);
+    SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer);
+
+    SDL_GPUBufferCreateInfo buffer_info = {};
+    buffer_info.usage = usage;
+    buffer_info.size = new_size;
+    buffer_info.props = 0;
+    *buffer = SDL_CreateGPUBuffer(v->GpuDevice, &buffer_info);
+    *old_size = new_size;
+    IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
+}
+
+// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
 // The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
-// is to split the upload part of ImGui_ImplSDLGPU_RenderDrawData to another function that needs to be called by the user before rendering
-void Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data,SDL_GPUCommandBuffer* command_buffer)
+// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
+void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
 {
     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
     int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
     int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
-    if(fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
+    if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
         return;
 
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
-    ImGui_ImplSDLGPU_FrameData* fd = &bd->MainWindowFrameData;
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+    ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
+    ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
 
     uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
     uint32_t index_size  = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
-
-    if(fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
-        CreateOrResizeBuffer(&fd->VertexBuffer,&fd->VertexBufferSize,vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
+    if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
+        CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
     if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
-        CreateOrResizeBuffer(&fd->IndexBuffer,&fd->IndexBufferSize,index_size, SDL_GPU_BUFFERUSAGE_INDEX);
+        CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
 
+    // FIXME: It feels like more code could be shared there.
     SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {};
     vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
     vertex_transferbuffer_info.size = vertex_size;
@@ -169,22 +160,23 @@ void Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data,SDL_GPUCommandBuffer
     index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
     index_transferbuffer_info.size = index_size;
 
-    SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice,&vertex_transferbuffer_info);
+    SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &vertex_transferbuffer_info);
     IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information");
-    SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice,&index_transferbuffer_info);
+    SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &index_transferbuffer_info);
     IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information");
 
-    ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->GpuDevice,vertex_transferbuffer,true);
-    ImDrawIdx*  idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice,index_transferbuffer,true);
-    for(int n = 0; n < draw_data->CmdListsCount; n++){
+    ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer, true);
+    ImDrawIdx*  idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice, index_transferbuffer, true);
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
         const ImDrawList* draw_list = draw_data->CmdLists[n];
         memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
         memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
         vtx_dst += draw_list->VtxBuffer.Size;
         idx_dst += draw_list->IdxBuffer.Size;
     }
-    SDL_UnmapGPUTransferBuffer(v->GpuDevice,vertex_transferbuffer);
-    SDL_UnmapGPUTransferBuffer(v->GpuDevice,index_transferbuffer);
+    SDL_UnmapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
+    SDL_UnmapGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
 
     SDL_GPUTransferBufferLocation vertex_buffer_location = {};
     vertex_buffer_location.offset = 0;
@@ -197,34 +189,35 @@ void Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data,SDL_GPUCommandBuffer
     vertex_buffer_region.buffer = fd->VertexBuffer;
     vertex_buffer_region.offset = 0;
     vertex_buffer_region.size = vertex_size;
+
     SDL_GPUBufferRegion index_buffer_region = {};
     index_buffer_region.buffer = fd->IndexBuffer;
     index_buffer_region.offset = 0;
     index_buffer_region.size = index_size;
 
     SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
-    SDL_UploadToGPUBuffer(copy_pass,&vertex_buffer_location,&vertex_buffer_region,true);
-    SDL_UploadToGPUBuffer(copy_pass,&index_buffer_location,&index_buffer_region,true);
+    SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region,true);
+    SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region,true);
     SDL_EndGPUCopyPass(copy_pass);
     SDL_ReleaseGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
     SDL_ReleaseGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
 }
 
-void ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
+void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
 {
     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
     int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
     int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
-    if(fb_width <= 0 || fb_height <= 0)
+    if (fb_width <= 0 || fb_height <= 0)
         return;
 
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    ImGui_ImplSDLGPU_FrameData* fd = &bd->MainWindowFrameData;
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+    ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
 
     if (pipeline == nullptr)
         pipeline = bd->Pipeline;
 
-    ImGui_ImplSDLGPU_SetupRenderState(draw_data,pipeline,command_buffer,render_pass,fd,fb_width,fb_height);
+    ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
 
     // Will project scissor/clipping rectangles into framebuffer space
     ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
@@ -267,10 +260,10 @@ void ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer
                 SDL_SetGPUScissor(render_pass,&scissor_rect);
 
                 // Bind DescriptorSet with font or user texture
-                SDL_BindGPUFragmentSamplers(render_pass,0,(SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(),1);
+                SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
 
                 // Draw
-                SDL_DrawGPUIndexedPrimitives(render_pass,pcmd->ElemCount,1,pcmd->IdxOffset + global_idx_offset,pcmd->VtxOffset + global_vtx_offset,0);
+                SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
             }
         }
         global_idx_offset += draw_list->IdxBuffer.Size;
@@ -281,21 +274,21 @@ void ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer
     // Our last values will leak into user/application rendering if you forgot to call SDL_SetGPUViewport() and SDL_SetGPUScissor() yourself to explicitly set that state
     // In theory we should aim to backup/restore those values but I am not sure this is possible.
     // We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
-    SDL_Rect scissor_rect {0,0,fb_width,fb_height};
-    SDL_SetGPUScissor(render_pass,&scissor_rect);
+    SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
+    SDL_SetGPUScissor(render_pass, &scissor_rect);
 }
 
-bool ImGui_ImplSDLGPU_CreateFontsTexture()
+bool ImGui_ImplSDLGPU3_CreateFontsTexture()
 {
     ImGuiIO& io = ImGui::GetIO();
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+    ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
 
     // Destroy existing texture (if any)
     if (bd->FontTexture)
     {
         SDL_WaitForGPUIdle(v->GpuDevice);
-        ImGui_ImplSDLGPU_DestroyFontsTexture();
+        ImGui_ImplSDLGPU3_DestroyFontsTexture();
     }
 
     unsigned char* pixels;
@@ -315,7 +308,7 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
         texture_info.num_levels = 1;
         texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
 
-        bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice,&texture_info);
+        bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice, &texture_info);
         IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
     }
 
@@ -328,12 +321,12 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
         font_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
         font_transferbuffer_info.size = upload_size;
 
-        SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice,&font_transferbuffer_info);
+        SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &font_transferbuffer_info);
         IM_ASSERT(font_transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
 
-        void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice,font_transferbuffer,false);
-        memcpy(texture_ptr,pixels,upload_size);
-        SDL_UnmapGPUTransferBuffer(v->GpuDevice,font_transferbuffer);
+        void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice, font_transferbuffer, false);
+        memcpy(texture_ptr, pixels, upload_size);
+        SDL_UnmapGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
 
         SDL_GPUTextureTransferInfo font_transfer_info = {};
         font_transfer_info.offset = 0;
@@ -347,7 +340,7 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
 
         SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->GpuDevice);
         SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
-        SDL_UploadToGPUTexture(copy_pass,&font_transfer_info,&font_texture_region,false);
+        SDL_UploadToGPUTexture(copy_pass, &font_transfer_info, &font_texture_region, false);
         SDL_EndGPUCopyPass(copy_pass);
         SDL_SubmitGPUCommandBuffer(cmd);
         SDL_ReleaseGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
@@ -359,28 +352,26 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
     return true;
 }
 
-// You probably never need to call this, as it is called by ImGui_ImplSDLGPU_CreateFontsTexture() and ImGui_ImplSDLGPU_Shutdown().
-void ImGui_ImplSDLGPU_DestroyFontsTexture()
+// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
+void ImGui_ImplSDLGPU3_DestroyFontsTexture()
 {
     ImGuiIO& io = ImGui::GetIO();
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
-
-    if(bd->FontTexture)
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+    ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
+    if (bd->FontTexture)
     {
-        SDL_ReleaseGPUTexture(v->GpuDevice,bd->FontTexture);
+        SDL_ReleaseGPUTexture(v->GpuDevice, bd->FontTexture);
         bd->FontBinding.texture = nullptr;
         bd->FontTexture = nullptr;
     }
-
     io.Fonts->SetTexID(0);
 }
 
-static void Imgui_ImplSDLGPU_CreateShaders()
+static void Imgui_ImplSDLGPU3_CreateShaders()
 {
     // Create the shader modules
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+    ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
 
     const char* driver = SDL_GetGPUDeviceDriver(v->GpuDevice);
 
@@ -400,22 +391,20 @@ static void Imgui_ImplSDLGPU_CreateShaders()
     fragment_shader_info.num_storage_textures = 0;
     fragment_shader_info.num_uniform_buffers  = 0;
 
-    if(strcmp(driver,"vulkan") == 0)
+    if (strcmp(driver, "vulkan") == 0)
     {
         vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
         vertex_shader_info.code = spirv_vertex;
         vertex_shader_info.code_size = sizeof(spirv_vertex);
-
         fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
         fragment_shader_info.code = spirv_fragment;
         fragment_shader_info.code_size = sizeof(spirv_fragment);
     }
-    else if (strcmp(driver,"direct3d12") == 0)
+    else if (strcmp(driver, "direct3d12") == 0)
     {
         vertex_shader_info.format   = SDL_GPU_SHADERFORMAT_DXBC;
         vertex_shader_info.code = dxbc_vertex;
         vertex_shader_info.code_size = sizeof(dxbc_vertex);
-
         fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
         fragment_shader_info.code = dxbc_fragment;
         fragment_shader_info.code_size = sizeof(dxbc_fragment);
@@ -427,25 +416,23 @@ static void Imgui_ImplSDLGPU_CreateShaders()
         vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
         vertex_shader_info.code = metallib_vertex;
         vertex_shader_info.code_size = sizeof(metallib_vertex);
-
         fragment_shader_info.entrypoint = "main0";
         fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
         fragment_shader_info.code = metallib_fragment;
         fragment_shader_info.code_size = sizeof(metallib_fragment);
     }
 #endif
-    bd->VertexShader = SDL_CreateGPUShader(v->GpuDevice,&vertex_shader_info);
-    bd->FragmentShader = SDL_CreateGPUShader(v->GpuDevice,&fragment_shader_info);
-
+    bd->VertexShader = SDL_CreateGPUShader(v->GpuDevice, &vertex_shader_info);
+    bd->FragmentShader = SDL_CreateGPUShader(v->GpuDevice, &fragment_shader_info);
     IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
     IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
 }
 
-static void ImGui_ImplSDLGPU_CreateGraphicsPipeline()
+static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
 {
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
-    Imgui_ImplSDLGPU_CreateShaders();
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+    ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
+    Imgui_ImplSDLGPU3_CreateShaders();
 
     SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
     vertex_buffer_desc[0].slot = 0;
@@ -520,14 +507,14 @@ static void ImGui_ImplSDLGPU_CreateGraphicsPipeline()
     pipeline_info.depth_stencil_state = depth_stencil_state;
     pipeline_info.target_info = target_info;
 
-    bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->GpuDevice,&pipeline_info);
+    bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->GpuDevice, &pipeline_info);
     IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
 }
 
-bool ImGui_ImplSDLGPU_CreateDeviceObjects()
+bool ImGui_ImplSDLGPU3_CreateDeviceObjects()
 {
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+    ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
 
     if (!bd->FontSampler)
     {
@@ -546,53 +533,53 @@ bool ImGui_ImplSDLGPU_CreateDeviceObjects()
         sampler_info.max_anisotropy = 1.0f;
         sampler_info.enable_compare = false;
 
-        bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice,&sampler_info);
+        bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice, &sampler_info);
         bd->FontBinding.sampler = bd->FontSampler;
         IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
     }
 
-    ImGui_ImplSDLGPU_CreateGraphicsPipeline();
+    ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
 
     return true;
 }
 
-void ImGui_ImplSDLGPU_DestroyFrameData()
+void ImGui_ImplSDLGPU3_DestroyFrameData()
 {
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+    ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
 
-    SDL_ReleaseGPUBuffer(v->GpuDevice,bd->MainWindowFrameData.VertexBuffer);
-    SDL_ReleaseGPUBuffer(v->GpuDevice,bd->MainWindowFrameData.IndexBuffer);
+    SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.VertexBuffer);
+    SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.IndexBuffer);
     bd->MainWindowFrameData.VertexBuffer = nullptr;
     bd->MainWindowFrameData.IndexBuffer = nullptr;
     bd->MainWindowFrameData.VertexBufferSize = 0;
     bd->MainWindowFrameData.IndexBufferSize = 0;
 }
 
-void ImGui_ImplSDLGPU_DestroyDeviceObjects()
+void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
 {
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+    ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
 
-    ImGui_ImplSDLGPU_DestroyFrameData();
-    ImGui_ImplSDLGPU_DestroyFontsTexture();
+    ImGui_ImplSDLGPU3_DestroyFrameData();
+    ImGui_ImplSDLGPU3_DestroyFontsTexture();
 
-    if(bd->VertexShader)   { SDL_ReleaseGPUShader(v->GpuDevice,bd->VertexShader); bd->VertexShader = nullptr;}
-    if(bd->FragmentShader) { SDL_ReleaseGPUShader(v->GpuDevice,bd->FragmentShader); bd->FragmentShader = nullptr;}
-    if(bd->FontSampler)    { SDL_ReleaseGPUSampler(v->GpuDevice, bd->FontSampler); bd->FontSampler = nullptr;}
-    if(bd->Pipeline)       { SDL_ReleaseGPUGraphicsPipeline(v->GpuDevice,bd->Pipeline); bd->Pipeline = nullptr;}
+    if (bd->VertexShader)   { SDL_ReleaseGPUShader(v->GpuDevice, bd->VertexShader); bd->VertexShader = nullptr;}
+    if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->FragmentShader); bd->FragmentShader = nullptr;}
+    if (bd->FontSampler)    { SDL_ReleaseGPUSampler(v->GpuDevice, bd->FontSampler); bd->FontSampler = nullptr;}
+    if (bd->Pipeline)       { SDL_ReleaseGPUGraphicsPipeline(v->GpuDevice, bd->Pipeline); bd->Pipeline = nullptr;}
 }
 
-bool ImGui_ImplSDLGPU_Init(ImGui_ImplSDLGPU_InitInfo* info)
+bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
 {
     ImGuiIO& io = ImGui::GetIO();
     IMGUI_CHECKVERSION();
     IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
 
     // Setup backend capabilities flags
-    ImGui_ImplSDLGPU_Data* bd = IM_NEW(ImGui_ImplSDLGPU_Data)();
+    ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
     io.BackendRendererUserData = (void*)bd;
-    io.BackendRendererName = "imgui_impl_sdlgpu";
+    io.BackendRendererName = "imgui_impl_sdlgpu3";
     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 
     IM_ASSERT(info->GpuDevice != nullptr);
@@ -600,31 +587,31 @@ bool ImGui_ImplSDLGPU_Init(ImGui_ImplSDLGPU_InitInfo* info)
 
     bd->GPUInitInfo = *info;
 
-    ImGui_ImplSDLGPU_CreateDeviceObjects();
+    ImGui_ImplSDLGPU3_CreateDeviceObjects();
 
     return true;
 }
 
-void ImGui_ImplSDLGPU_Shutdown()
+void ImGui_ImplSDLGPU3_Shutdown()
 {
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
     IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
-    ImGui_ImplSDLGPU_DestroyDeviceObjects();
+    ImGui_ImplSDLGPU3_DestroyDeviceObjects();
     io.BackendRendererName = nullptr;
     io.BackendRendererUserData = nullptr;
     io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
     IM_DELETE(bd);
 }
 
-void ImGui_ImplSDLGPU_NewFrame()
+void ImGui_ImplSDLGPU3_NewFrame()
 {
-    ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
+    ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
 
-    if(!bd->FontTexture)
-        ImGui_ImplSDLGPU_CreateFontsTexture();
+    if (!bd->FontTexture)
+        ImGui_ImplSDLGPU3_CreateFontsTexture();
 }
 
 #endif // #ifndef IMGUI_DISABLE

+ 9 - 9
backends/imgui_impl_sdlgpu3.h

@@ -1,4 +1,4 @@
-// dear imgui: Renderer Backend for SDL_Gpu
+// dear imgui: Renderer Backend for SDL_GPU
 // This needs to be used along with the SDL3 Platform Backend
 
 // Implemented features:
@@ -27,7 +27,7 @@
 
 // Initialization data, for ImGui_ImplSDLGPU_Init()
 // - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value
-struct ImGui_ImplSDLGPU_InitInfo
+struct ImGui_ImplSDLGPU3_InitInfo
 {
     SDL_GPUDevice*       GpuDevice          = nullptr;
     SDL_GPUTextureFormat ColorTargetFormat  = SDL_GPU_TEXTUREFORMAT_INVALID;
@@ -35,12 +35,12 @@ struct ImGui_ImplSDLGPU_InitInfo
 };
 
 // Follow "Getting Started" link and check examples/ folder to learn about using backends!
-IMGUI_IMPL_API bool             ImGui_ImplSDLGPU_Init(ImGui_ImplSDLGPU_InitInfo* info);
-IMGUI_IMPL_API void             ImGui_ImplSDLGPU_Shutdown();
-IMGUI_IMPL_API void             ImGui_ImplSDLGPU_NewFrame();
-IMGUI_IMPL_API void             Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
-IMGUI_IMPL_API void             ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
-IMGUI_IMPL_API bool             ImGui_ImplSDLGPU_CreateFontsTexture();
-IMGUI_IMPL_API void             ImGui_ImplSDLGPU_DestroyFontsTexture();
+IMGUI_IMPL_API bool    ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
+IMGUI_IMPL_API void    ImGui_ImplSDLGPU3_Shutdown();
+IMGUI_IMPL_API void    ImGui_ImplSDLGPU3_NewFrame();
+IMGUI_IMPL_API void    Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
+IMGUI_IMPL_API void    ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
+IMGUI_IMPL_API bool    ImGui_ImplSDLGPU3_CreateFontsTexture();
+IMGUI_IMPL_API void    ImGui_ImplSDLGPU3_DestroyFontsTexture();
 
 #endif // #ifndef IMGUI_DISABLE

+ 5 - 1
backends/sdlgpu3/build_instructions.txt

@@ -1,3 +1,7 @@
+
+Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
+(You don't need to copy this folder if you are using the backend as-is)
+
 1) Compile the raw shader files to SPIRV:
 
     glslc -o vertex.spv -c shader.vert
@@ -33,4 +37,4 @@
     Proceed to step 4
 
 
-4) Either find a way to load the shader bytecode from file, or use a tool like https://notisrac.github.io/FileToCArray/ to convert the file to a uint8_t array
+4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array.

+ 3 - 2
backends/sdlgpu3/shader.frag

@@ -3,7 +3,8 @@ layout(location = 0) out vec4 fColor;
 
 layout(set=2, binding=0) uniform sampler2D sTexture;
 
-layout(location = 0) in struct {
+layout(location = 0) in struct
+{
     vec4 Color;
     vec2 UV;
 } In;
@@ -11,4 +12,4 @@ layout(location = 0) in struct {
 void main()
 {
     fColor = In.Color * texture(sTexture, In.UV.st);
-}
+}

+ 5 - 3
backends/sdlgpu3/shader.vert

@@ -3,12 +3,14 @@ layout(location = 0) in vec2 aPos;
 layout(location = 1) in vec2 aUV;
 layout(location = 2) in vec4 aColor;
 
-layout(set=1,binding=0) uniform UBO {
+layout(set=1,binding=0) uniform UBO
+{
     vec2 uScale;
     vec2 uTranslate;
 } ubo;
 
-layout(location = 0) out struct {
+layout(location = 0) out struct
+{
     vec4 Color;
     vec2 UV;
 } Out;
@@ -19,4 +21,4 @@ void main()
     Out.UV = aUV;
     gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1);
     gl_Position.y *= -1.0f;
-}
+}

+ 4 - 0
backends/vulkan/build_instructions.txt

@@ -0,0 +1,4 @@
+
+Script to rebuild shaders stored inside imgui_impl_vulkan.h
+(You don't need to copy this folder if you are using the backend as-is)
+

+ 1 - 0
docs/CHANGELOG.txt

@@ -68,6 +68,7 @@ Other changes:
 - Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) [@moritz-h]
 - Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) [@juur]
 - Misc: Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300)
+- Backends: SDL_GPU for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x].
 - Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears
   to leak on on X11 (#8256). [@Helodity]
 - Backends: Metal: Fixed leaks when using metal-cpp. (#8276, #8166) [@selimsandal]

+ 22 - 2
docs/EXAMPLES.md

@@ -139,8 +139,8 @@ This support building with Emscripten and targeting WebGL.<BR>
 Prefer using that if you are using modern GL or WebGL in your application.
 
 [example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
-SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR>
-= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
+SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.<BR>
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp <BR>
 This requires SDL 2.0.18+ (released November 2021) <BR>
 
 [example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
@@ -149,6 +149,26 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
 This is quite long and tedious, because: Vulkan. <BR>
 For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
 
+[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
+SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
+This uses more modern GL calls and custom shaders. <BR>
+This support building with Emscripten and targeting WebGL.<BR>
+
+[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/) <BR>
+SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.<BR>
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
+
+[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/) <BR>
+SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.<BR>
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
+
+[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/) <BR>
+SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp <BR>
+This is quite long and tedious, because: Vulkan. <BR>
+For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
+
 [example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
 DirectX9 example, Windows only. <BR>
 = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp

+ 1 - 1
docs/README.md

@@ -123,7 +123,7 @@ On most platforms and when using C++, **you should be able to use a combination
 Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui.  **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
 
 Officially maintained backends/bindings (in repository):
-- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
+- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
 - Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
 - Frameworks: Allegro5, Emscripten.
 

+ 27 - 26
examples/example_sdl3_sdlgpu3/main.cpp

@@ -1,4 +1,4 @@
-// Dear ImGui: standalone example application for SDL_Gpu
+// Dear ImGui: standalone example application for SDL3 + SDL_GPU
 
 // Learn about Dear ImGui:
 // - FAQ                  https://dearimgui.com/faq
@@ -17,7 +17,6 @@
 #include <stdlib.h>         // abort
 #include <SDL3/SDL.h>
 
-
 // This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
 #ifdef __EMSCRIPTEN__
 #include "../libs/emscripten/emscripten_mainloop_stub.h"
@@ -34,23 +33,23 @@ int main(int, char**)
     }
 
     // Create SDL window graphics context
-    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDLGpu example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
     if (window == nullptr)
     {
         printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
         return -1;
     }
 
-    // Create SDL Gpu Device
-    SDL_GPUDevice* gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
-    if (gpuDevice == nullptr)
+    // Create GPU Device
+    SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
+    if (gpu_device == nullptr)
     {
         printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
         return -1;
     }
 
     // Claim window for GPU Device
-    if (!SDL_ClaimWindowForGPUDevice(gpuDevice, window))
+    if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
     {
         printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
         return -1;
@@ -69,11 +68,11 @@ int main(int, char**)
 
     // Setup Platform/Renderer backends
     ImGui_ImplSDL3_InitForOther(window);
-    ImGui_ImplSDLGPU_InitInfo init_info = {};
-    init_info.GpuDevice = gpuDevice;
-    init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpuDevice, window);
+    ImGui_ImplSDLGPU3_InitInfo init_info = {};
+    init_info.GpuDevice = gpu_device;
+    init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
     init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
-    ImGui_ImplSDLGPU_Init(&init_info);
+    ImGui_ImplSDLGPU3_Init(&init_info);
 
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
@@ -119,9 +118,9 @@ int main(int, char**)
             SDL_Delay(10);
             continue;
         }
-         
+
         // Start the Dear ImGui frame
-        ImGui_ImplSDLGPU_NewFrame();
+        ImGui_ImplSDLGPU3_NewFrame();
         ImGui_ImplSDL3_NewFrame();
         ImGui::NewFrame();
 
@@ -167,18 +166,15 @@ int main(int, char**)
         ImDrawData* draw_data = ImGui::GetDrawData();
         const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
 
-        // Acquire a GPU command buffer
-        SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpuDevice);
+        SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
 
-        //Acquire a swapchain texture
         SDL_GPUTexture* swapchain_texture;
-        SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
+        SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
 
         if (swapchain_texture != nullptr && !is_minimized)
         {
-            // !!! THIS IS MANDATORY !!!
-            // Call Imgui_ImplSDLGPU_PrepareDrawData to upload the vertex/index buffer 
-            Imgui_ImplSDLGPU_PrepareDrawData(draw_data, command_buffer);
+            // This is mandatory: call Imgui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
+            Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
 
             // Setup and start a render pass
             SDL_GPUColorTargetInfo target_info = {};
@@ -190,21 +186,26 @@ int main(int, char**)
             target_info.layer_or_depth_plane = 0;
             target_info.cycle = false;
             SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
-            /// Render ImGui
-            ImGui_ImplSDLGPU_RenderDrawData(draw_data, command_buffer, render_pass);
+
+            // Render ImGui
+            ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
+
             SDL_EndGPURenderPass(render_pass);
         }
+
         // Submit the command buffer
         SDL_SubmitGPUCommandBuffer(command_buffer);
     }
     // Cleanup
-    SDL_WaitForGPUIdle(gpuDevice);
+    SDL_WaitForGPUIdle(gpu_device);
     ImGui_ImplSDL3_Shutdown();
-    ImGui_ImplSDLGPU_Shutdown();
+    ImGui_ImplSDLGPU3_Shutdown();
     ImGui::DestroyContext();
-    SDL_ReleaseWindowFromGPUDevice(gpuDevice, window);
-    SDL_DestroyGPUDevice(gpuDevice);
+
+    SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
+    SDL_DestroyGPUDevice(gpu_device);
     SDL_DestroyWindow(window);
     SDL_Quit();
+
     return 0;
 }