imgui_impl_sdlgpu3.cpp 29 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. // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
  7. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // Learn about Dear ImGui:
  11. // - FAQ https://dearimgui.com/faq
  12. // - Getting Started https://dearimgui.com/getting-started
  13. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  14. // - Introduction, links and more at the top of imgui.cpp
  15. // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
  16. // - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
  17. // 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.
  18. // CHANGELOG
  19. // 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  20. // 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
  21. // 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
  22. // 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
  23. // 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
  24. #include "imgui.h"
  25. #ifndef IMGUI_DISABLE
  26. #include "imgui_impl_sdlgpu3.h"
  27. #include "imgui_impl_sdlgpu3_shaders.h"
  28. // SDL_GPU Data
  29. // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
  30. struct ImGui_ImplSDLGPU3_FrameData
  31. {
  32. SDL_GPUBuffer* VertexBuffer = nullptr;
  33. SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
  34. uint32_t VertexBufferSize = 0;
  35. SDL_GPUBuffer* IndexBuffer = nullptr;
  36. SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
  37. uint32_t IndexBufferSize = 0;
  38. };
  39. struct ImGui_ImplSDLGPU3_Data
  40. {
  41. ImGui_ImplSDLGPU3_InitInfo InitInfo;
  42. // Graphics pipeline & shaders
  43. SDL_GPUShader* VertexShader = nullptr;
  44. SDL_GPUShader* FragmentShader = nullptr;
  45. SDL_GPUGraphicsPipeline* Pipeline = nullptr;
  46. // Font data
  47. SDL_GPUSampler* FontSampler = nullptr;
  48. SDL_GPUTexture* FontTexture = nullptr;
  49. SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
  50. // Frame data for main window
  51. ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
  52. };
  53. // Forward Declarations
  54. static void ImGui_ImplSDLGPU3_DestroyFrameData();
  55. //-----------------------------------------------------------------------------
  56. // FUNCTIONS
  57. //-----------------------------------------------------------------------------
  58. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  59. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  60. // FIXME: multi-context support has never been tested.
  61. static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
  62. {
  63. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  64. }
  65. 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)
  66. {
  67. //ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  68. // Bind graphics pipeline
  69. SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
  70. // Bind Vertex And Index Buffers
  71. if (draw_data->TotalVtxCount > 0)
  72. {
  73. SDL_GPUBufferBinding vertex_buffer_binding = {};
  74. vertex_buffer_binding.buffer = fd->VertexBuffer;
  75. vertex_buffer_binding.offset = 0;
  76. SDL_GPUBufferBinding index_buffer_binding = {};
  77. index_buffer_binding.buffer = fd->IndexBuffer;
  78. index_buffer_binding.offset = 0;
  79. SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
  80. SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
  81. }
  82. // Setup viewport
  83. SDL_GPUViewport viewport = {};
  84. viewport.x = 0;
  85. viewport.y = 0;
  86. viewport.w = (float)fb_width;
  87. viewport.h = (float)fb_height;
  88. viewport.min_depth = 0.0f;
  89. viewport.max_depth = 1.0f;
  90. SDL_SetGPUViewport(render_pass, &viewport);
  91. // Setup scale and translation
  92. // 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.
  93. struct UBO { float scale[2]; float translation[2]; } ubo;
  94. ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
  95. ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
  96. ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
  97. ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
  98. SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
  99. }
  100. static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
  101. {
  102. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  103. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  104. // FIXME-OPT: Not optimal, but this is fairly rarely called.
  105. SDL_WaitForGPUIdle(v->Device);
  106. SDL_ReleaseGPUBuffer(v->Device, *buffer);
  107. SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
  108. SDL_GPUBufferCreateInfo buffer_info = {};
  109. buffer_info.usage = usage;
  110. buffer_info.size = new_size;
  111. buffer_info.props = 0;
  112. *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
  113. *old_size = new_size;
  114. IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
  115. SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
  116. transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  117. transferbuffer_info.size = new_size;
  118. *transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
  119. IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
  120. }
  121. // SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
  122. // The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
  123. // is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
  124. void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
  125. {
  126. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  127. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  128. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  129. if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
  130. return;
  131. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  132. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  133. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  134. uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
  135. uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
  136. if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
  137. CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
  138. if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
  139. CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
  140. ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
  141. ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
  142. for (int n = 0; n < draw_data->CmdListsCount; n++)
  143. {
  144. const ImDrawList* draw_list = draw_data->CmdLists[n];
  145. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  146. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  147. vtx_dst += draw_list->VtxBuffer.Size;
  148. idx_dst += draw_list->IdxBuffer.Size;
  149. }
  150. SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
  151. SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
  152. SDL_GPUTransferBufferLocation vertex_buffer_location = {};
  153. vertex_buffer_location.offset = 0;
  154. vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
  155. SDL_GPUTransferBufferLocation index_buffer_location = {};
  156. index_buffer_location.offset = 0;
  157. index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
  158. SDL_GPUBufferRegion vertex_buffer_region = {};
  159. vertex_buffer_region.buffer = fd->VertexBuffer;
  160. vertex_buffer_region.offset = 0;
  161. vertex_buffer_region.size = vertex_size;
  162. SDL_GPUBufferRegion index_buffer_region = {};
  163. index_buffer_region.buffer = fd->IndexBuffer;
  164. index_buffer_region.offset = 0;
  165. index_buffer_region.size = index_size;
  166. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
  167. SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
  168. SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
  169. SDL_EndGPUCopyPass(copy_pass);
  170. }
  171. void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
  172. {
  173. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  174. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  175. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  176. if (fb_width <= 0 || fb_height <= 0)
  177. return;
  178. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  179. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  180. if (pipeline == nullptr)
  181. pipeline = bd->Pipeline;
  182. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  183. // Will project scissor/clipping rectangles into framebuffer space
  184. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  185. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  186. // Render command lists
  187. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  188. int global_vtx_offset = 0;
  189. int global_idx_offset = 0;
  190. for (int n = 0; n < draw_data->CmdListsCount; n++)
  191. {
  192. const ImDrawList* draw_list = draw_data->CmdLists[n];
  193. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  194. {
  195. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  196. if (pcmd->UserCallback != nullptr)
  197. {
  198. // User callback, registered via ImDrawList::AddCallback()
  199. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  200. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  201. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  202. else
  203. pcmd->UserCallback(draw_list, pcmd);
  204. }
  205. else
  206. {
  207. // Project scissor/clipping rectangles into framebuffer space
  208. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  209. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  210. // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
  211. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  212. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  213. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  214. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  215. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  216. continue;
  217. // Apply scissor/clipping rectangle
  218. SDL_Rect scissor_rect = {};
  219. scissor_rect.x = (int)clip_min.x;
  220. scissor_rect.y = (int)clip_min.y;
  221. scissor_rect.w = (int)(clip_max.x - clip_min.x);
  222. scissor_rect.h = (int)(clip_max.y - clip_min.y);
  223. SDL_SetGPUScissor(render_pass,&scissor_rect);
  224. // Bind DescriptorSet with font or user texture
  225. SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
  226. // Draw
  227. SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  228. }
  229. }
  230. global_idx_offset += draw_list->IdxBuffer.Size;
  231. global_vtx_offset += draw_list->VtxBuffer.Size;
  232. }
  233. // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
  234. // 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
  235. // In theory we should aim to backup/restore those values but I am not sure this is possible.
  236. // 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)
  237. SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
  238. SDL_SetGPUScissor(render_pass, &scissor_rect);
  239. }
  240. void ImGui_ImplSDLGPU3_CreateFontsTexture()
  241. {
  242. ImGuiIO& io = ImGui::GetIO();
  243. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  244. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  245. // Destroy existing texture (if any)
  246. if (bd->FontTexture)
  247. {
  248. SDL_WaitForGPUIdle(v->Device);
  249. ImGui_ImplSDLGPU3_DestroyFontsTexture();
  250. }
  251. unsigned char* pixels;
  252. int width, height;
  253. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  254. uint32_t upload_size = width * height * 4 * sizeof(char);
  255. // Create the Image:
  256. {
  257. SDL_GPUTextureCreateInfo texture_info = {};
  258. texture_info.type = SDL_GPU_TEXTURETYPE_2D;
  259. texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
  260. texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
  261. texture_info.width = width;
  262. texture_info.height = height;
  263. texture_info.layer_count_or_depth = 1;
  264. texture_info.num_levels = 1;
  265. texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
  266. bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info);
  267. IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
  268. }
  269. // Assign the texture to the TextureSamplerBinding
  270. bd->FontBinding.texture = bd->FontTexture;
  271. // Create all the upload structures and upload:
  272. {
  273. SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
  274. transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  275. transferbuffer_info.size = upload_size;
  276. SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
  277. IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
  278. void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false);
  279. memcpy(texture_ptr, pixels, upload_size);
  280. SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer);
  281. SDL_GPUTextureTransferInfo transfer_info = {};
  282. transfer_info.offset = 0;
  283. transfer_info.transfer_buffer = transferbuffer;
  284. SDL_GPUTextureRegion texture_region = {};
  285. texture_region.texture = bd->FontTexture;
  286. texture_region.w = width;
  287. texture_region.h = height;
  288. texture_region.d = 1;
  289. SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
  290. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
  291. SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
  292. SDL_EndGPUCopyPass(copy_pass);
  293. SDL_SubmitGPUCommandBuffer(cmd);
  294. SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer);
  295. }
  296. // Store our identifier
  297. io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
  298. }
  299. // You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
  300. void ImGui_ImplSDLGPU3_DestroyFontsTexture()
  301. {
  302. ImGuiIO& io = ImGui::GetIO();
  303. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  304. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  305. if (bd->FontTexture)
  306. {
  307. SDL_ReleaseGPUTexture(v->Device, bd->FontTexture);
  308. bd->FontBinding.texture = nullptr;
  309. bd->FontTexture = nullptr;
  310. }
  311. io.Fonts->SetTexID(0);
  312. }
  313. static void ImGui_ImplSDLGPU3_CreateShaders()
  314. {
  315. // Create the shader modules
  316. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  317. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  318. const char* driver = SDL_GetGPUDeviceDriver(v->Device);
  319. SDL_GPUShaderCreateInfo vertex_shader_info = {};
  320. vertex_shader_info.entrypoint = "main";
  321. vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
  322. vertex_shader_info.num_uniform_buffers = 1;
  323. vertex_shader_info.num_storage_buffers = 0;
  324. vertex_shader_info.num_storage_textures = 0;
  325. vertex_shader_info.num_samplers = 0;
  326. SDL_GPUShaderCreateInfo fragment_shader_info = {};
  327. fragment_shader_info.entrypoint = "main";
  328. fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
  329. fragment_shader_info.num_samplers = 1;
  330. fragment_shader_info.num_storage_buffers = 0;
  331. fragment_shader_info.num_storage_textures = 0;
  332. fragment_shader_info.num_uniform_buffers = 0;
  333. if (strcmp(driver, "vulkan") == 0)
  334. {
  335. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  336. vertex_shader_info.code = spirv_vertex;
  337. vertex_shader_info.code_size = sizeof(spirv_vertex);
  338. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  339. fragment_shader_info.code = spirv_fragment;
  340. fragment_shader_info.code_size = sizeof(spirv_fragment);
  341. }
  342. else if (strcmp(driver, "direct3d12") == 0)
  343. {
  344. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  345. vertex_shader_info.code = dxbc_vertex;
  346. vertex_shader_info.code_size = sizeof(dxbc_vertex);
  347. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  348. fragment_shader_info.code = dxbc_fragment;
  349. fragment_shader_info.code_size = sizeof(dxbc_fragment);
  350. }
  351. #ifdef __APPLE__
  352. else
  353. {
  354. vertex_shader_info.entrypoint = "main0";
  355. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  356. vertex_shader_info.code = metallib_vertex;
  357. vertex_shader_info.code_size = sizeof(metallib_vertex);
  358. fragment_shader_info.entrypoint = "main0";
  359. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  360. fragment_shader_info.code = metallib_fragment;
  361. fragment_shader_info.code_size = sizeof(metallib_fragment);
  362. }
  363. #endif
  364. bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
  365. bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
  366. IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
  367. IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
  368. }
  369. static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
  370. {
  371. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  372. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  373. ImGui_ImplSDLGPU3_CreateShaders();
  374. SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
  375. vertex_buffer_desc[0].slot = 0;
  376. vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
  377. vertex_buffer_desc[0].instance_step_rate = 0;
  378. vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
  379. SDL_GPUVertexAttribute vertex_attributes[3];
  380. vertex_attributes[0].buffer_slot = 0;
  381. vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  382. vertex_attributes[0].location = 0;
  383. vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
  384. vertex_attributes[1].buffer_slot = 0;
  385. vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  386. vertex_attributes[1].location = 1;
  387. vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
  388. vertex_attributes[2].buffer_slot = 0;
  389. vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
  390. vertex_attributes[2].location = 2;
  391. vertex_attributes[2].offset = offsetof(ImDrawVert, col);
  392. SDL_GPUVertexInputState vertex_input_state = {};
  393. vertex_input_state.num_vertex_attributes = 3;
  394. vertex_input_state.vertex_attributes = vertex_attributes;
  395. vertex_input_state.num_vertex_buffers = 1;
  396. vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
  397. SDL_GPURasterizerState rasterizer_state = {};
  398. rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
  399. rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
  400. rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
  401. rasterizer_state.enable_depth_bias = false;
  402. rasterizer_state.enable_depth_clip = false;
  403. SDL_GPUMultisampleState multisample_state = {};
  404. multisample_state.sample_count = v->MSAASamples;
  405. multisample_state.enable_mask = false;
  406. SDL_GPUDepthStencilState depth_stencil_state = {};
  407. depth_stencil_state.enable_depth_test = false;
  408. depth_stencil_state.enable_depth_write = false;
  409. depth_stencil_state.enable_stencil_test = false;
  410. SDL_GPUColorTargetBlendState blend_state = {};
  411. blend_state.enable_blend = true;
  412. blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
  413. blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  414. blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
  415. blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
  416. blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  417. blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
  418. blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
  419. SDL_GPUColorTargetDescription color_target_desc[1];
  420. color_target_desc[0].format = v->ColorTargetFormat;
  421. color_target_desc[0].blend_state = blend_state;
  422. SDL_GPUGraphicsPipelineTargetInfo target_info = {};
  423. target_info.num_color_targets = 1;
  424. target_info.color_target_descriptions = color_target_desc;
  425. target_info.has_depth_stencil_target = false;
  426. SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
  427. pipeline_info.vertex_shader = bd->VertexShader;
  428. pipeline_info.fragment_shader = bd->FragmentShader;
  429. pipeline_info.vertex_input_state = vertex_input_state;
  430. pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
  431. pipeline_info.rasterizer_state = rasterizer_state;
  432. pipeline_info.multisample_state = multisample_state;
  433. pipeline_info.depth_stencil_state = depth_stencil_state;
  434. pipeline_info.target_info = target_info;
  435. bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
  436. IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
  437. }
  438. void ImGui_ImplSDLGPU3_CreateDeviceObjects()
  439. {
  440. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  441. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  442. if (!bd->FontSampler)
  443. {
  444. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
  445. SDL_GPUSamplerCreateInfo sampler_info = {};
  446. sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
  447. sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
  448. sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
  449. sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  450. sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  451. sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  452. sampler_info.mip_lod_bias = 0.0f;
  453. sampler_info.min_lod = -1000.0f;
  454. sampler_info.max_lod = 1000.0f;
  455. sampler_info.enable_anisotropy = false;
  456. sampler_info.max_anisotropy = 1.0f;
  457. sampler_info.enable_compare = false;
  458. bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
  459. bd->FontBinding.sampler = bd->FontSampler;
  460. IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
  461. }
  462. ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
  463. ImGui_ImplSDLGPU3_CreateFontsTexture();
  464. }
  465. void ImGui_ImplSDLGPU3_DestroyFrameData()
  466. {
  467. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  468. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  469. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  470. SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
  471. SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
  472. SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
  473. SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
  474. fd->VertexBuffer = fd->IndexBuffer = nullptr;
  475. fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
  476. fd->VertexBufferSize = fd->IndexBufferSize = 0;
  477. }
  478. void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
  479. {
  480. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  481. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  482. ImGui_ImplSDLGPU3_DestroyFrameData();
  483. ImGui_ImplSDLGPU3_DestroyFontsTexture();
  484. if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;}
  485. if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;}
  486. if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;}
  487. if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;}
  488. }
  489. bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
  490. {
  491. ImGuiIO& io = ImGui::GetIO();
  492. IMGUI_CHECKVERSION();
  493. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  494. // Setup backend capabilities flags
  495. ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
  496. io.BackendRendererUserData = (void*)bd;
  497. io.BackendRendererName = "imgui_impl_sdlgpu3";
  498. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  499. IM_ASSERT(info->Device != nullptr);
  500. IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
  501. bd->InitInfo = *info;
  502. return true;
  503. }
  504. void ImGui_ImplSDLGPU3_Shutdown()
  505. {
  506. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  507. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  508. ImGuiIO& io = ImGui::GetIO();
  509. ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  510. io.BackendRendererName = nullptr;
  511. io.BackendRendererUserData = nullptr;
  512. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  513. IM_DELETE(bd);
  514. }
  515. void ImGui_ImplSDLGPU3_NewFrame()
  516. {
  517. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  518. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
  519. if (!bd->FontSampler)
  520. ImGui_ImplSDLGPU3_CreateDeviceObjects();
  521. if (!bd->FontTexture)
  522. ImGui_ImplSDLGPU3_CreateFontsTexture();
  523. }
  524. #endif // #ifndef IMGUI_DISABLE