imgui_impl_sdlgpu3.cpp 34 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671
  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 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
  5. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  6. // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
  7. // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
  8. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // Learn about Dear ImGui:
  12. // - FAQ https://dearimgui.com/faq
  13. // - Getting Started https://dearimgui.com/getting-started
  14. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  15. // - Introduction, links and more at the top of imgui.cpp
  16. // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
  17. // - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
  18. // 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.
  19. // CHANGELOG
  20. // 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
  21. // 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler.
  22. // 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
  23. // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
  24. // 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  25. // 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
  26. // 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
  27. // 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
  28. // 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
  29. #include "imgui.h"
  30. #ifndef IMGUI_DISABLE
  31. #include "imgui_impl_sdlgpu3.h"
  32. #include "imgui_impl_sdlgpu3_shaders.h"
  33. // SDL_GPU Data
  34. struct ImGui_ImplSDLGPU3_Texture
  35. {
  36. SDL_GPUTexture* Texture = nullptr;
  37. };
  38. // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
  39. struct ImGui_ImplSDLGPU3_FrameData
  40. {
  41. SDL_GPUBuffer* VertexBuffer = nullptr;
  42. SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
  43. uint32_t VertexBufferSize = 0;
  44. SDL_GPUBuffer* IndexBuffer = nullptr;
  45. SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
  46. uint32_t IndexBufferSize = 0;
  47. };
  48. struct ImGui_ImplSDLGPU3_Data
  49. {
  50. ImGui_ImplSDLGPU3_InitInfo InitInfo;
  51. // Graphics pipeline & shaders
  52. SDL_GPUShader* VertexShader = nullptr;
  53. SDL_GPUShader* FragmentShader = nullptr;
  54. SDL_GPUGraphicsPipeline* Pipeline = nullptr;
  55. SDL_GPUSampler* TexSampler = nullptr;
  56. SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
  57. uint32_t TexTransferBufferSize = 0;
  58. // Frame data for main window
  59. ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
  60. };
  61. // Forward Declarations
  62. static void ImGui_ImplSDLGPU3_DestroyFrameData();
  63. //-----------------------------------------------------------------------------
  64. // FUNCTIONS
  65. //-----------------------------------------------------------------------------
  66. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  67. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  68. // FIXME: multi-context support has never been tested.
  69. static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
  70. {
  71. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  72. }
  73. static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplSDLGPU3_RenderState* render_state, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
  74. {
  75. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  76. render_state->SamplerCurrent = render_state->SamplerCurrent = bd->TexSampler;
  77. // Bind graphics pipeline
  78. SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
  79. // Bind Vertex And Index Buffers
  80. if (draw_data->TotalVtxCount > 0)
  81. {
  82. SDL_GPUBufferBinding vertex_buffer_binding = {};
  83. vertex_buffer_binding.buffer = fd->VertexBuffer;
  84. vertex_buffer_binding.offset = 0;
  85. SDL_GPUBufferBinding index_buffer_binding = {};
  86. index_buffer_binding.buffer = fd->IndexBuffer;
  87. index_buffer_binding.offset = 0;
  88. SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
  89. SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
  90. }
  91. // Setup viewport
  92. SDL_GPUViewport viewport = {};
  93. viewport.x = 0;
  94. viewport.y = 0;
  95. viewport.w = (float)fb_width;
  96. viewport.h = (float)fb_height;
  97. viewport.min_depth = 0.0f;
  98. viewport.max_depth = 1.0f;
  99. SDL_SetGPUViewport(render_pass, &viewport);
  100. // Setup scale and translation
  101. // 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.
  102. struct UBO { float scale[2]; float translation[2]; } ubo;
  103. ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
  104. ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
  105. ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
  106. ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
  107. SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
  108. }
  109. static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
  110. {
  111. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  112. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  113. // FIXME-OPT: Not optimal, but this is fairly rarely called.
  114. SDL_WaitForGPUIdle(v->Device);
  115. SDL_ReleaseGPUBuffer(v->Device, *buffer);
  116. SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
  117. SDL_GPUBufferCreateInfo buffer_info = {};
  118. buffer_info.usage = usage;
  119. buffer_info.size = new_size;
  120. buffer_info.props = 0;
  121. *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
  122. *old_size = new_size;
  123. IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
  124. SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
  125. transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  126. transferbuffer_info.size = new_size;
  127. *transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
  128. IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
  129. }
  130. // SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
  131. // The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
  132. // is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
  133. void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
  134. {
  135. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  136. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  137. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  138. if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
  139. return;
  140. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  141. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  142. if (draw_data->Textures != nullptr)
  143. for (ImTextureData* tex : *draw_data->Textures)
  144. if (tex->Status != ImTextureStatus_OK)
  145. ImGui_ImplSDLGPU3_UpdateTexture(tex);
  146. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  147. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  148. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  149. uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
  150. uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
  151. if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
  152. CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
  153. if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
  154. CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
  155. ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
  156. ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
  157. for (const ImDrawList* draw_list : draw_data->CmdLists)
  158. {
  159. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  160. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  161. vtx_dst += draw_list->VtxBuffer.Size;
  162. idx_dst += draw_list->IdxBuffer.Size;
  163. }
  164. SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
  165. SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
  166. SDL_GPUTransferBufferLocation vertex_buffer_location = {};
  167. vertex_buffer_location.offset = 0;
  168. vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
  169. SDL_GPUTransferBufferLocation index_buffer_location = {};
  170. index_buffer_location.offset = 0;
  171. index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
  172. SDL_GPUBufferRegion vertex_buffer_region = {};
  173. vertex_buffer_region.buffer = fd->VertexBuffer;
  174. vertex_buffer_region.offset = 0;
  175. vertex_buffer_region.size = vertex_size;
  176. SDL_GPUBufferRegion index_buffer_region = {};
  177. index_buffer_region.buffer = fd->IndexBuffer;
  178. index_buffer_region.offset = 0;
  179. index_buffer_region.size = index_size;
  180. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
  181. SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
  182. SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
  183. SDL_EndGPUCopyPass(copy_pass);
  184. }
  185. void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
  186. {
  187. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  188. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  189. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  190. if (fb_width <= 0 || fb_height <= 0)
  191. return;
  192. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  193. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  194. if (pipeline == nullptr)
  195. pipeline = bd->Pipeline;
  196. // Will project scissor/clipping rectangles into framebuffer space
  197. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  198. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  199. // Setup render state structure (for callbacks and custom texture bindings)
  200. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  201. ImGui_ImplSDLGPU3_RenderState render_state;
  202. render_state.Device = bd->InitInfo.Device;
  203. render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSampler;
  204. platform_io.Renderer_RenderState = &render_state;
  205. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  206. // Render command lists
  207. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  208. int global_vtx_offset = 0;
  209. int global_idx_offset = 0;
  210. for (const ImDrawList* draw_list : draw_data->CmdLists)
  211. {
  212. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  213. {
  214. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  215. if (pcmd->UserCallback != nullptr)
  216. {
  217. // User callback, registered via ImDrawList::AddCallback()
  218. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  219. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  220. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  221. else
  222. pcmd->UserCallback(draw_list, pcmd);
  223. }
  224. else
  225. {
  226. // Project scissor/clipping rectangles into framebuffer space
  227. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  228. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  229. // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
  230. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  231. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  232. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  233. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  234. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  235. continue;
  236. // Apply scissor/clipping rectangle
  237. SDL_Rect scissor_rect = {};
  238. scissor_rect.x = (int)clip_min.x;
  239. scissor_rect.y = (int)clip_min.y;
  240. scissor_rect.w = (int)(clip_max.x - clip_min.x);
  241. scissor_rect.h = (int)(clip_max.y - clip_min.y);
  242. SDL_SetGPUScissor(render_pass,&scissor_rect);
  243. // Bind DescriptorSet with font or user texture
  244. SDL_GPUTextureSamplerBinding texture_sampler_binding;
  245. texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
  246. texture_sampler_binding.sampler = render_state.SamplerCurrent;
  247. SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
  248. // Draw
  249. // **IF YOU GET A CRASH HERE** In 1.92.2 on 2025/08/08 we have changed ImTextureID to store 'SDL_GPUTexture*' instead of storing 'SDL_GPUTextureSamplerBinding'.
  250. // Any code loading custom texture using this backend needs to be updated.
  251. SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  252. }
  253. }
  254. global_idx_offset += draw_list->IdxBuffer.Size;
  255. global_vtx_offset += draw_list->VtxBuffer.Size;
  256. }
  257. // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
  258. // 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
  259. // In theory we should aim to backup/restore those values but I am not sure this is possible.
  260. // 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)
  261. SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
  262. SDL_SetGPUScissor(render_pass, &scissor_rect);
  263. }
  264. static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
  265. {
  266. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  267. ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
  268. if (backend_tex == nullptr)
  269. return;
  270. SDL_GPUTextureSamplerBinding* binding = (SDL_GPUTextureSamplerBinding*)(intptr_t)tex->BackendUserData;
  271. IM_ASSERT(backend_tex->Texture == binding->texture);
  272. SDL_ReleaseGPUTexture(bd->InitInfo.Device, backend_tex->Texture);
  273. IM_DELETE(backend_tex);
  274. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  275. tex->SetTexID(ImTextureID_Invalid);
  276. tex->SetStatus(ImTextureStatus_Destroyed);
  277. tex->BackendUserData = nullptr;
  278. }
  279. void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
  280. {
  281. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  282. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  283. if (tex->Status == ImTextureStatus_WantCreate)
  284. {
  285. // Create and upload new texture to graphics system
  286. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  287. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  288. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  289. ImGui_ImplSDLGPU3_Texture* backend_tex = IM_NEW(ImGui_ImplSDLGPU3_Texture)();
  290. // Create texture
  291. SDL_GPUTextureCreateInfo texture_info = {};
  292. texture_info.type = SDL_GPU_TEXTURETYPE_2D;
  293. texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
  294. texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
  295. texture_info.width = tex->Width;
  296. texture_info.height = tex->Height;
  297. texture_info.layer_count_or_depth = 1;
  298. texture_info.num_levels = 1;
  299. texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
  300. backend_tex->Texture = SDL_CreateGPUTexture(v->Device, &texture_info);
  301. IM_ASSERT(backend_tex->Texture && "Failed to create font texture, call SDL_GetError() for more info");
  302. // Store identifiers
  303. tex->SetTexID((ImTextureID)(intptr_t)backend_tex->Texture);
  304. tex->BackendUserData = backend_tex;
  305. }
  306. if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
  307. {
  308. ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
  309. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  310. // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
  311. // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
  312. // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
  313. const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
  314. const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
  315. const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
  316. const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
  317. uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
  318. uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
  319. // Create transfer buffer
  320. if (bd->TexTransferBufferSize < upload_size)
  321. {
  322. SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
  323. SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
  324. transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  325. transferbuffer_info.size = upload_size + 1024;
  326. bd->TexTransferBufferSize = upload_size + 1024;
  327. bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
  328. IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
  329. }
  330. // Copy to transfer buffer
  331. {
  332. void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true);
  333. for (int y = 0; y < upload_h; y++)
  334. memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
  335. SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
  336. }
  337. SDL_GPUTextureTransferInfo transfer_info = {};
  338. transfer_info.offset = 0;
  339. transfer_info.transfer_buffer = bd->TexTransferBuffer;
  340. SDL_GPUTextureRegion texture_region = {};
  341. texture_region.texture = backend_tex->Texture;
  342. texture_region.x = (Uint32)upload_x;
  343. texture_region.y = (Uint32)upload_y;
  344. texture_region.w = (Uint32)upload_w;
  345. texture_region.h = (Uint32)upload_h;
  346. texture_region.d = 1;
  347. // Upload
  348. {
  349. SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
  350. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
  351. SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
  352. SDL_EndGPUCopyPass(copy_pass);
  353. SDL_SubmitGPUCommandBuffer(cmd);
  354. }
  355. tex->SetStatus(ImTextureStatus_OK);
  356. }
  357. if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
  358. ImGui_ImplSDLGPU3_DestroyTexture(tex);
  359. }
  360. static void ImGui_ImplSDLGPU3_CreateShaders()
  361. {
  362. // Create the shader modules
  363. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  364. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  365. const char* driver = SDL_GetGPUDeviceDriver(v->Device);
  366. SDL_GPUShaderCreateInfo vertex_shader_info = {};
  367. vertex_shader_info.entrypoint = "main";
  368. vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
  369. vertex_shader_info.num_uniform_buffers = 1;
  370. vertex_shader_info.num_storage_buffers = 0;
  371. vertex_shader_info.num_storage_textures = 0;
  372. vertex_shader_info.num_samplers = 0;
  373. SDL_GPUShaderCreateInfo fragment_shader_info = {};
  374. fragment_shader_info.entrypoint = "main";
  375. fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
  376. fragment_shader_info.num_samplers = 1;
  377. fragment_shader_info.num_storage_buffers = 0;
  378. fragment_shader_info.num_storage_textures = 0;
  379. fragment_shader_info.num_uniform_buffers = 0;
  380. if (strcmp(driver, "vulkan") == 0)
  381. {
  382. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  383. vertex_shader_info.code = spirv_vertex;
  384. vertex_shader_info.code_size = sizeof(spirv_vertex);
  385. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  386. fragment_shader_info.code = spirv_fragment;
  387. fragment_shader_info.code_size = sizeof(spirv_fragment);
  388. }
  389. else if (strcmp(driver, "direct3d12") == 0)
  390. {
  391. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  392. vertex_shader_info.code = dxbc_vertex;
  393. vertex_shader_info.code_size = sizeof(dxbc_vertex);
  394. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  395. fragment_shader_info.code = dxbc_fragment;
  396. fragment_shader_info.code_size = sizeof(dxbc_fragment);
  397. }
  398. #ifdef __APPLE__
  399. else
  400. {
  401. vertex_shader_info.entrypoint = "main0";
  402. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  403. vertex_shader_info.code = metallib_vertex;
  404. vertex_shader_info.code_size = sizeof(metallib_vertex);
  405. fragment_shader_info.entrypoint = "main0";
  406. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  407. fragment_shader_info.code = metallib_fragment;
  408. fragment_shader_info.code_size = sizeof(metallib_fragment);
  409. }
  410. #endif
  411. bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
  412. bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
  413. IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
  414. IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
  415. }
  416. static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
  417. {
  418. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  419. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  420. ImGui_ImplSDLGPU3_CreateShaders();
  421. SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
  422. vertex_buffer_desc[0].slot = 0;
  423. vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
  424. vertex_buffer_desc[0].instance_step_rate = 0;
  425. vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
  426. SDL_GPUVertexAttribute vertex_attributes[3];
  427. vertex_attributes[0].buffer_slot = 0;
  428. vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  429. vertex_attributes[0].location = 0;
  430. vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
  431. vertex_attributes[1].buffer_slot = 0;
  432. vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  433. vertex_attributes[1].location = 1;
  434. vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
  435. vertex_attributes[2].buffer_slot = 0;
  436. vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
  437. vertex_attributes[2].location = 2;
  438. vertex_attributes[2].offset = offsetof(ImDrawVert, col);
  439. SDL_GPUVertexInputState vertex_input_state = {};
  440. vertex_input_state.num_vertex_attributes = 3;
  441. vertex_input_state.vertex_attributes = vertex_attributes;
  442. vertex_input_state.num_vertex_buffers = 1;
  443. vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
  444. SDL_GPURasterizerState rasterizer_state = {};
  445. rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
  446. rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
  447. rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
  448. rasterizer_state.enable_depth_bias = false;
  449. rasterizer_state.enable_depth_clip = false;
  450. SDL_GPUMultisampleState multisample_state = {};
  451. multisample_state.sample_count = v->MSAASamples;
  452. multisample_state.enable_mask = false;
  453. SDL_GPUDepthStencilState depth_stencil_state = {};
  454. depth_stencil_state.enable_depth_test = false;
  455. depth_stencil_state.enable_depth_write = false;
  456. depth_stencil_state.enable_stencil_test = false;
  457. SDL_GPUColorTargetBlendState blend_state = {};
  458. blend_state.enable_blend = true;
  459. blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
  460. blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  461. blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
  462. blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
  463. blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  464. blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
  465. blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
  466. SDL_GPUColorTargetDescription color_target_desc[1];
  467. color_target_desc[0].format = v->ColorTargetFormat;
  468. color_target_desc[0].blend_state = blend_state;
  469. SDL_GPUGraphicsPipelineTargetInfo target_info = {};
  470. target_info.num_color_targets = 1;
  471. target_info.color_target_descriptions = color_target_desc;
  472. target_info.has_depth_stencil_target = false;
  473. SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
  474. pipeline_info.vertex_shader = bd->VertexShader;
  475. pipeline_info.fragment_shader = bd->FragmentShader;
  476. pipeline_info.vertex_input_state = vertex_input_state;
  477. pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
  478. pipeline_info.rasterizer_state = rasterizer_state;
  479. pipeline_info.multisample_state = multisample_state;
  480. pipeline_info.depth_stencil_state = depth_stencil_state;
  481. pipeline_info.target_info = target_info;
  482. bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
  483. IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
  484. }
  485. void ImGui_ImplSDLGPU3_CreateDeviceObjects()
  486. {
  487. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  488. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  489. ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  490. if (bd->TexSampler == nullptr)
  491. {
  492. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
  493. SDL_GPUSamplerCreateInfo sampler_info = {};
  494. sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
  495. sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
  496. sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
  497. sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  498. sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  499. sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  500. sampler_info.mip_lod_bias = 0.0f;
  501. sampler_info.min_lod = -1000.0f;
  502. sampler_info.max_lod = 1000.0f;
  503. sampler_info.enable_anisotropy = false;
  504. sampler_info.max_anisotropy = 1.0f;
  505. sampler_info.enable_compare = false;
  506. bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
  507. IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
  508. }
  509. ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
  510. }
  511. void ImGui_ImplSDLGPU3_DestroyFrameData()
  512. {
  513. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  514. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  515. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  516. SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
  517. SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
  518. SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
  519. SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
  520. fd->VertexBuffer = fd->IndexBuffer = nullptr;
  521. fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
  522. fd->VertexBufferSize = fd->IndexBufferSize = 0;
  523. }
  524. void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
  525. {
  526. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  527. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  528. ImGui_ImplSDLGPU3_DestroyFrameData();
  529. // Destroy all textures
  530. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  531. if (tex->RefCount == 1)
  532. ImGui_ImplSDLGPU3_DestroyTexture(tex);
  533. if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
  534. if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
  535. if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
  536. if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; }
  537. if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
  538. }
  539. bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
  540. {
  541. ImGuiIO& io = ImGui::GetIO();
  542. IMGUI_CHECKVERSION();
  543. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  544. // Setup backend capabilities flags
  545. ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
  546. io.BackendRendererUserData = (void*)bd;
  547. io.BackendRendererName = "imgui_impl_sdlgpu3";
  548. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  549. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  550. IM_ASSERT(info->Device != nullptr);
  551. IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
  552. bd->InitInfo = *info;
  553. return true;
  554. }
  555. void ImGui_ImplSDLGPU3_Shutdown()
  556. {
  557. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  558. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  559. ImGuiIO& io = ImGui::GetIO();
  560. ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  561. io.BackendRendererName = nullptr;
  562. io.BackendRendererUserData = nullptr;
  563. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
  564. IM_DELETE(bd);
  565. }
  566. void ImGui_ImplSDLGPU3_NewFrame()
  567. {
  568. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  569. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
  570. if (!bd->TexSampler)
  571. ImGui_ImplSDLGPU3_CreateDeviceObjects();
  572. }
  573. #endif // #ifndef IMGUI_DISABLE