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- // dear imgui: Renderer Backend for SDL_GPU
- // This needs to be used along with the SDL3 Platform Backend
- // Implemented features:
- // [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
- // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
- // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
- // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
- // - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
- // 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.
- #pragma once
- #include "imgui.h" // IMGUI_IMPL_API
- #ifndef IMGUI_DISABLE
- #include <SDL3/SDL_gpu.h>
- // Initialization data, for ImGui_ImplSDLGPU_Init()
- // - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value
- struct ImGui_ImplSDLGPU3_InitInfo
- {
- SDL_GPUDevice* Device = nullptr;
- SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
- SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
- };
- // Follow "Getting Started" link and check examples/ folder to learn about using backends!
- IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
- IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
- IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
- IMGUI_IMPL_API void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
- IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
- IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
- IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
- IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateFontsTexture();
- IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture();
- #endif // #ifndef IMGUI_DISABLE
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