imgui_impl_sdlgpu3.cpp 28 KB

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  1. // dear imgui: Renderer Backend for SDL_GPU
  2. // This needs to be used along with the SDL3 Platform Backend
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
  5. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  6. // Missing features:
  7. // [ ] Renderer: Multi-viewport support (multiple windows).
  8. // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
  9. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
  10. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  11. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  12. // Learn about Dear ImGui:
  13. // - FAQ https://dearimgui.com/faq
  14. // - Getting Started https://dearimgui.com/getting-started
  15. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  16. // - Introduction, links and more at the top of imgui.cpp
  17. // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
  18. // - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
  19. // 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.
  20. // CHANGELOG
  21. // 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
  22. // 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
  23. // 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
  24. // 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
  25. #include "imgui.h"
  26. #ifndef IMGUI_DISABLE
  27. #include "imgui_impl_sdlgpu3.h"
  28. #include "imgui_impl_sdlgpu3_shaders.h"
  29. // SDL_GPU Data
  30. // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
  31. struct ImGui_ImplSDLGPU3_FrameData
  32. {
  33. SDL_GPUBuffer* VertexBuffer = nullptr;
  34. SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
  35. uint32_t VertexBufferSize = 0;
  36. SDL_GPUBuffer* IndexBuffer = nullptr;
  37. SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
  38. uint32_t IndexBufferSize = 0;
  39. };
  40. struct ImGui_ImplSDLGPU3_Data
  41. {
  42. ImGui_ImplSDLGPU3_InitInfo InitInfo;
  43. // Graphics pipeline & shaders
  44. SDL_GPUShader* VertexShader = nullptr;
  45. SDL_GPUShader* FragmentShader = nullptr;
  46. SDL_GPUGraphicsPipeline* Pipeline = nullptr;
  47. // Font data
  48. SDL_GPUSampler* FontSampler = nullptr;
  49. SDL_GPUTexture* FontTexture = nullptr;
  50. SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
  51. // Frame data for main window
  52. ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
  53. };
  54. // Forward Declarations
  55. static void ImGui_ImplSDLGPU3_DestroyFrameData();
  56. //-----------------------------------------------------------------------------
  57. // FUNCTIONS
  58. //-----------------------------------------------------------------------------
  59. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  60. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  61. // FIXME: multi-context support has never been tested.
  62. static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
  63. {
  64. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  65. }
  66. 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)
  67. {
  68. //ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  69. // Bind graphics pipeline
  70. SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
  71. // Bind Vertex And Index Buffers
  72. if (draw_data->TotalVtxCount > 0)
  73. {
  74. SDL_GPUBufferBinding vertex_buffer_binding = {};
  75. vertex_buffer_binding.buffer = fd->VertexBuffer;
  76. vertex_buffer_binding.offset = 0;
  77. SDL_GPUBufferBinding index_buffer_binding = {};
  78. index_buffer_binding.buffer = fd->IndexBuffer;
  79. index_buffer_binding.offset = 0;
  80. SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
  81. SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
  82. }
  83. // Setup viewport
  84. SDL_GPUViewport viewport = {};
  85. viewport.x = 0;
  86. viewport.y = 0;
  87. viewport.w = (float)fb_width;
  88. viewport.h = (float)fb_height;
  89. viewport.min_depth = 0.0f;
  90. viewport.max_depth = 1.0f;
  91. SDL_SetGPUViewport(render_pass, &viewport);
  92. // Setup scale and translation
  93. // 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.
  94. struct UBO { float scale[2]; float translation[2]; } ubo;
  95. ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
  96. ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
  97. ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
  98. ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
  99. SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
  100. }
  101. static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
  102. {
  103. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  104. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  105. // FIXME-OPT: Not optimal, but this is fairly rarely called.
  106. SDL_WaitForGPUIdle(v->Device);
  107. SDL_ReleaseGPUBuffer(v->Device, *buffer);
  108. SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
  109. SDL_GPUBufferCreateInfo buffer_info = {};
  110. buffer_info.usage = usage;
  111. buffer_info.size = new_size;
  112. buffer_info.props = 0;
  113. *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
  114. *old_size = new_size;
  115. IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
  116. SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
  117. transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  118. transferbuffer_info.size = new_size;
  119. *transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
  120. IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
  121. }
  122. // SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
  123. // The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
  124. // is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
  125. void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
  126. {
  127. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  128. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  129. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  130. if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
  131. return;
  132. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  133. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  134. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  135. uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
  136. uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
  137. if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
  138. CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
  139. if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
  140. CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
  141. ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
  142. ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
  143. for (int n = 0; n < draw_data->CmdListsCount; n++)
  144. {
  145. const ImDrawList* draw_list = draw_data->CmdLists[n];
  146. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  147. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  148. vtx_dst += draw_list->VtxBuffer.Size;
  149. idx_dst += draw_list->IdxBuffer.Size;
  150. }
  151. SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
  152. SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
  153. SDL_GPUTransferBufferLocation vertex_buffer_location = {};
  154. vertex_buffer_location.offset = 0;
  155. vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
  156. SDL_GPUTransferBufferLocation index_buffer_location = {};
  157. index_buffer_location.offset = 0;
  158. index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
  159. SDL_GPUBufferRegion vertex_buffer_region = {};
  160. vertex_buffer_region.buffer = fd->VertexBuffer;
  161. vertex_buffer_region.offset = 0;
  162. vertex_buffer_region.size = vertex_size;
  163. SDL_GPUBufferRegion index_buffer_region = {};
  164. index_buffer_region.buffer = fd->IndexBuffer;
  165. index_buffer_region.offset = 0;
  166. index_buffer_region.size = index_size;
  167. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
  168. SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
  169. SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
  170. SDL_EndGPUCopyPass(copy_pass);
  171. }
  172. void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
  173. {
  174. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  175. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  176. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  177. if (fb_width <= 0 || fb_height <= 0)
  178. return;
  179. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  180. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  181. if (pipeline == nullptr)
  182. pipeline = bd->Pipeline;
  183. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  184. // Will project scissor/clipping rectangles into framebuffer space
  185. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  186. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  187. // Render command lists
  188. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  189. int global_vtx_offset = 0;
  190. int global_idx_offset = 0;
  191. for (int n = 0; n < draw_data->CmdListsCount; n++)
  192. {
  193. const ImDrawList* draw_list = draw_data->CmdLists[n];
  194. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  195. {
  196. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  197. if (pcmd->UserCallback != nullptr)
  198. {
  199. pcmd->UserCallback(draw_list, pcmd);
  200. }
  201. else
  202. {
  203. // Project scissor/clipping rectangles into framebuffer space
  204. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  205. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  206. // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
  207. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  208. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  209. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  210. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  211. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  212. continue;
  213. // Apply scissor/clipping rectangle
  214. SDL_Rect scissor_rect = {};
  215. scissor_rect.x = (int)clip_min.x;
  216. scissor_rect.y = (int)clip_min.y;
  217. scissor_rect.w = (int)(clip_max.x - clip_min.x);
  218. scissor_rect.h = (int)(clip_max.y - clip_min.y);
  219. SDL_SetGPUScissor(render_pass,&scissor_rect);
  220. // Bind DescriptorSet with font or user texture
  221. SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
  222. // Draw
  223. SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  224. }
  225. }
  226. global_idx_offset += draw_list->IdxBuffer.Size;
  227. global_vtx_offset += draw_list->VtxBuffer.Size;
  228. }
  229. // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
  230. // 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
  231. // In theory we should aim to backup/restore those values but I am not sure this is possible.
  232. // 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)
  233. SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
  234. SDL_SetGPUScissor(render_pass, &scissor_rect);
  235. }
  236. void ImGui_ImplSDLGPU3_CreateFontsTexture()
  237. {
  238. ImGuiIO& io = ImGui::GetIO();
  239. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  240. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  241. // Destroy existing texture (if any)
  242. if (bd->FontTexture)
  243. {
  244. SDL_WaitForGPUIdle(v->Device);
  245. ImGui_ImplSDLGPU3_DestroyFontsTexture();
  246. }
  247. unsigned char* pixels;
  248. int width, height;
  249. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  250. uint32_t upload_size = width * height * 4 * sizeof(char);
  251. // Create the Image:
  252. {
  253. SDL_GPUTextureCreateInfo texture_info = {};
  254. texture_info.type = SDL_GPU_TEXTURETYPE_2D;
  255. texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
  256. texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
  257. texture_info.width = width;
  258. texture_info.height = height;
  259. texture_info.layer_count_or_depth = 1;
  260. texture_info.num_levels = 1;
  261. texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
  262. bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info);
  263. IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
  264. }
  265. // Assign the texture to the TextureSamplerBinding
  266. bd->FontBinding.texture = bd->FontTexture;
  267. // Create all the upload structures and upload:
  268. {
  269. SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
  270. transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  271. transferbuffer_info.size = upload_size;
  272. SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
  273. IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
  274. void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false);
  275. memcpy(texture_ptr, pixels, upload_size);
  276. SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer);
  277. SDL_GPUTextureTransferInfo transfer_info = {};
  278. transfer_info.offset = 0;
  279. transfer_info.transfer_buffer = transferbuffer;
  280. SDL_GPUTextureRegion texture_region = {};
  281. texture_region.texture = bd->FontTexture;
  282. texture_region.w = width;
  283. texture_region.h = height;
  284. texture_region.d = 1;
  285. SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
  286. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
  287. SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
  288. SDL_EndGPUCopyPass(copy_pass);
  289. SDL_SubmitGPUCommandBuffer(cmd);
  290. SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer);
  291. }
  292. // Store our identifier
  293. io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
  294. }
  295. // You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
  296. void ImGui_ImplSDLGPU3_DestroyFontsTexture()
  297. {
  298. ImGuiIO& io = ImGui::GetIO();
  299. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  300. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  301. if (bd->FontTexture)
  302. {
  303. SDL_ReleaseGPUTexture(v->Device, bd->FontTexture);
  304. bd->FontBinding.texture = nullptr;
  305. bd->FontTexture = nullptr;
  306. }
  307. io.Fonts->SetTexID(0);
  308. }
  309. static void ImGui_ImplSDLGPU3_CreateShaders()
  310. {
  311. // Create the shader modules
  312. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  313. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  314. const char* driver = SDL_GetGPUDeviceDriver(v->Device);
  315. SDL_GPUShaderCreateInfo vertex_shader_info = {};
  316. vertex_shader_info.entrypoint = "main";
  317. vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
  318. vertex_shader_info.num_uniform_buffers = 1;
  319. vertex_shader_info.num_storage_buffers = 0;
  320. vertex_shader_info.num_storage_textures = 0;
  321. vertex_shader_info.num_samplers = 0;
  322. SDL_GPUShaderCreateInfo fragment_shader_info = {};
  323. fragment_shader_info.entrypoint = "main";
  324. fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
  325. fragment_shader_info.num_samplers = 1;
  326. fragment_shader_info.num_storage_buffers = 0;
  327. fragment_shader_info.num_storage_textures = 0;
  328. fragment_shader_info.num_uniform_buffers = 0;
  329. if (strcmp(driver, "vulkan") == 0)
  330. {
  331. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  332. vertex_shader_info.code = spirv_vertex;
  333. vertex_shader_info.code_size = sizeof(spirv_vertex);
  334. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  335. fragment_shader_info.code = spirv_fragment;
  336. fragment_shader_info.code_size = sizeof(spirv_fragment);
  337. }
  338. else if (strcmp(driver, "direct3d12") == 0)
  339. {
  340. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  341. vertex_shader_info.code = dxbc_vertex;
  342. vertex_shader_info.code_size = sizeof(dxbc_vertex);
  343. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  344. fragment_shader_info.code = dxbc_fragment;
  345. fragment_shader_info.code_size = sizeof(dxbc_fragment);
  346. }
  347. #ifdef __APPLE__
  348. else
  349. {
  350. vertex_shader_info.entrypoint = "main0";
  351. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  352. vertex_shader_info.code = metallib_vertex;
  353. vertex_shader_info.code_size = sizeof(metallib_vertex);
  354. fragment_shader_info.entrypoint = "main0";
  355. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  356. fragment_shader_info.code = metallib_fragment;
  357. fragment_shader_info.code_size = sizeof(metallib_fragment);
  358. }
  359. #endif
  360. bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
  361. bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
  362. IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
  363. IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
  364. }
  365. static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
  366. {
  367. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  368. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  369. ImGui_ImplSDLGPU3_CreateShaders();
  370. SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
  371. vertex_buffer_desc[0].slot = 0;
  372. vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
  373. vertex_buffer_desc[0].instance_step_rate = 0;
  374. vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
  375. SDL_GPUVertexAttribute vertex_attributes[3];
  376. vertex_attributes[0].buffer_slot = 0;
  377. vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  378. vertex_attributes[0].location = 0;
  379. vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
  380. vertex_attributes[1].buffer_slot = 0;
  381. vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  382. vertex_attributes[1].location = 1;
  383. vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
  384. vertex_attributes[2].buffer_slot = 0;
  385. vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
  386. vertex_attributes[2].location = 2;
  387. vertex_attributes[2].offset = offsetof(ImDrawVert, col);
  388. SDL_GPUVertexInputState vertex_input_state = {};
  389. vertex_input_state.num_vertex_attributes = 3;
  390. vertex_input_state.vertex_attributes = vertex_attributes;
  391. vertex_input_state.num_vertex_buffers = 1;
  392. vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
  393. SDL_GPURasterizerState rasterizer_state = {};
  394. rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
  395. rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
  396. rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
  397. rasterizer_state.enable_depth_bias = false;
  398. rasterizer_state.enable_depth_clip = false;
  399. SDL_GPUMultisampleState multisample_state = {};
  400. multisample_state.sample_count = v->MSAASamples;
  401. multisample_state.enable_mask = false;
  402. SDL_GPUDepthStencilState depth_stencil_state = {};
  403. depth_stencil_state.enable_depth_test = false;
  404. depth_stencil_state.enable_depth_write = false;
  405. depth_stencil_state.enable_stencil_test = false;
  406. SDL_GPUColorTargetBlendState blend_state = {};
  407. blend_state.enable_blend = true;
  408. blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
  409. blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  410. blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
  411. blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
  412. blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  413. blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
  414. blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
  415. SDL_GPUColorTargetDescription color_target_desc[1];
  416. color_target_desc[0].format = v->ColorTargetFormat;
  417. color_target_desc[0].blend_state = blend_state;
  418. SDL_GPUGraphicsPipelineTargetInfo target_info = {};
  419. target_info.num_color_targets = 1;
  420. target_info.color_target_descriptions = color_target_desc;
  421. target_info.has_depth_stencil_target = false;
  422. SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
  423. pipeline_info.vertex_shader = bd->VertexShader;
  424. pipeline_info.fragment_shader = bd->FragmentShader;
  425. pipeline_info.vertex_input_state = vertex_input_state;
  426. pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
  427. pipeline_info.rasterizer_state = rasterizer_state;
  428. pipeline_info.multisample_state = multisample_state;
  429. pipeline_info.depth_stencil_state = depth_stencil_state;
  430. pipeline_info.target_info = target_info;
  431. bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
  432. IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
  433. }
  434. void ImGui_ImplSDLGPU3_CreateDeviceObjects()
  435. {
  436. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  437. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  438. if (!bd->FontSampler)
  439. {
  440. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
  441. SDL_GPUSamplerCreateInfo sampler_info = {};
  442. sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
  443. sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
  444. sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
  445. sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  446. sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  447. sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  448. sampler_info.mip_lod_bias = 0.0f;
  449. sampler_info.min_lod = -1000.0f;
  450. sampler_info.max_lod = 1000.0f;
  451. sampler_info.enable_anisotropy = false;
  452. sampler_info.max_anisotropy = 1.0f;
  453. sampler_info.enable_compare = false;
  454. bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
  455. bd->FontBinding.sampler = bd->FontSampler;
  456. IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
  457. }
  458. ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
  459. ImGui_ImplSDLGPU3_CreateFontsTexture();
  460. }
  461. void ImGui_ImplSDLGPU3_DestroyFrameData()
  462. {
  463. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  464. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  465. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  466. SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
  467. SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
  468. SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
  469. SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
  470. fd->VertexBuffer = fd->IndexBuffer = nullptr;
  471. fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
  472. fd->VertexBufferSize = fd->IndexBufferSize = 0;
  473. }
  474. void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
  475. {
  476. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  477. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  478. ImGui_ImplSDLGPU3_DestroyFrameData();
  479. ImGui_ImplSDLGPU3_DestroyFontsTexture();
  480. if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;}
  481. if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;}
  482. if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;}
  483. if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;}
  484. }
  485. bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
  486. {
  487. ImGuiIO& io = ImGui::GetIO();
  488. IMGUI_CHECKVERSION();
  489. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  490. // Setup backend capabilities flags
  491. ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
  492. io.BackendRendererUserData = (void*)bd;
  493. io.BackendRendererName = "imgui_impl_sdlgpu3";
  494. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  495. IM_ASSERT(info->Device != nullptr);
  496. IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
  497. bd->InitInfo = *info;
  498. ImGui_ImplSDLGPU3_CreateDeviceObjects();
  499. return true;
  500. }
  501. void ImGui_ImplSDLGPU3_Shutdown()
  502. {
  503. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  504. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  505. ImGuiIO& io = ImGui::GetIO();
  506. ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  507. io.BackendRendererName = nullptr;
  508. io.BackendRendererUserData = nullptr;
  509. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  510. IM_DELETE(bd);
  511. }
  512. void ImGui_ImplSDLGPU3_NewFrame()
  513. {
  514. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  515. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
  516. if (!bd->FontTexture)
  517. ImGui_ImplSDLGPU3_CreateFontsTexture();
  518. }
  519. #endif // #ifndef IMGUI_DISABLE