imgui_impl_sdlgpu3.cpp 34 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 '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. // 2025-11-26: Use MSL shaders on macOS to support macOS 10.14+ (instead of Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
  21. // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
  22. // 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created.
  23. // 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)
  24. // 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler.
  25. // 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
  26. // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
  27. // 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  28. // 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
  29. // 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
  30. // 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
  31. // 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
  32. #include "imgui.h"
  33. #ifndef IMGUI_DISABLE
  34. #include "imgui_impl_sdlgpu3.h"
  35. #include "imgui_impl_sdlgpu3_shaders.h"
  36. // SDL_GPU Data
  37. // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
  38. struct ImGui_ImplSDLGPU3_FrameData
  39. {
  40. SDL_GPUBuffer* VertexBuffer = nullptr;
  41. SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
  42. uint32_t VertexBufferSize = 0;
  43. SDL_GPUBuffer* IndexBuffer = nullptr;
  44. SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
  45. uint32_t IndexBufferSize = 0;
  46. };
  47. struct ImGui_ImplSDLGPU3_Data
  48. {
  49. ImGui_ImplSDLGPU3_InitInfo InitInfo;
  50. // Graphics pipeline & shaders
  51. SDL_GPUShader* VertexShader = nullptr;
  52. SDL_GPUShader* FragmentShader = nullptr;
  53. SDL_GPUGraphicsPipeline* Pipeline = nullptr;
  54. SDL_GPUSampler* TexSamplerLinear = nullptr;
  55. SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
  56. uint32_t TexTransferBufferSize = 0;
  57. // Frame data for main window
  58. ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
  59. };
  60. // Forward Declarations
  61. static void ImGui_ImplSDLGPU3_DestroyFrameData();
  62. //-----------------------------------------------------------------------------
  63. // FUNCTIONS
  64. //-----------------------------------------------------------------------------
  65. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  66. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  67. // FIXME: multi-context support has never been tested.
  68. static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
  69. {
  70. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  71. }
  72. 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)
  73. {
  74. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  75. render_state->SamplerCurrent = bd->TexSamplerLinear;
  76. // Bind graphics pipeline
  77. SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
  78. // Bind Vertex And Index Buffers
  79. if (draw_data->TotalVtxCount > 0)
  80. {
  81. SDL_GPUBufferBinding vertex_buffer_binding = {};
  82. vertex_buffer_binding.buffer = fd->VertexBuffer;
  83. vertex_buffer_binding.offset = 0;
  84. SDL_GPUBufferBinding index_buffer_binding = {};
  85. index_buffer_binding.buffer = fd->IndexBuffer;
  86. index_buffer_binding.offset = 0;
  87. SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
  88. SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
  89. }
  90. // Setup viewport
  91. SDL_GPUViewport viewport = {};
  92. viewport.x = 0;
  93. viewport.y = 0;
  94. viewport.w = (float)fb_width;
  95. viewport.h = (float)fb_height;
  96. viewport.min_depth = 0.0f;
  97. viewport.max_depth = 1.0f;
  98. SDL_SetGPUViewport(render_pass, &viewport);
  99. // Setup scale and translation
  100. // 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.
  101. struct UBO { float scale[2]; float translation[2]; } ubo;
  102. ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
  103. ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
  104. ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
  105. ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
  106. SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
  107. }
  108. static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
  109. {
  110. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  111. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  112. // FIXME-OPT: Not optimal, but this is fairly rarely called.
  113. SDL_WaitForGPUIdle(v->Device);
  114. SDL_ReleaseGPUBuffer(v->Device, *buffer);
  115. SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
  116. SDL_GPUBufferCreateInfo buffer_info = {};
  117. buffer_info.usage = usage;
  118. buffer_info.size = new_size;
  119. buffer_info.props = 0;
  120. *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
  121. *old_size = new_size;
  122. IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
  123. SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
  124. transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  125. transferbuffer_info.size = new_size;
  126. *transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
  127. IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
  128. }
  129. // SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
  130. // The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
  131. // is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
  132. void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
  133. {
  134. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  135. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  136. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  137. if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
  138. return;
  139. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  140. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  141. if (draw_data->Textures != nullptr)
  142. for (ImTextureData* tex : *draw_data->Textures)
  143. if (tex->Status != ImTextureStatus_OK)
  144. ImGui_ImplSDLGPU3_UpdateTexture(tex);
  145. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  146. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  147. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  148. uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
  149. uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
  150. if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
  151. CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
  152. if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
  153. CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
  154. ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
  155. ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
  156. for (const ImDrawList* draw_list : draw_data->CmdLists)
  157. {
  158. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  159. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  160. vtx_dst += draw_list->VtxBuffer.Size;
  161. idx_dst += draw_list->IdxBuffer.Size;
  162. }
  163. SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
  164. SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
  165. SDL_GPUTransferBufferLocation vertex_buffer_location = {};
  166. vertex_buffer_location.offset = 0;
  167. vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
  168. SDL_GPUTransferBufferLocation index_buffer_location = {};
  169. index_buffer_location.offset = 0;
  170. index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
  171. SDL_GPUBufferRegion vertex_buffer_region = {};
  172. vertex_buffer_region.buffer = fd->VertexBuffer;
  173. vertex_buffer_region.offset = 0;
  174. vertex_buffer_region.size = vertex_size;
  175. SDL_GPUBufferRegion index_buffer_region = {};
  176. index_buffer_region.buffer = fd->IndexBuffer;
  177. index_buffer_region.offset = 0;
  178. index_buffer_region.size = index_size;
  179. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
  180. SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
  181. SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
  182. SDL_EndGPUCopyPass(copy_pass);
  183. }
  184. void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
  185. {
  186. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  187. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  188. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  189. if (fb_width <= 0 || fb_height <= 0)
  190. return;
  191. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  192. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  193. if (pipeline == nullptr)
  194. pipeline = bd->Pipeline;
  195. // Will project scissor/clipping rectangles into framebuffer space
  196. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  197. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  198. // Setup render state structure (for callbacks and custom texture bindings)
  199. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  200. ImGui_ImplSDLGPU3_RenderState render_state;
  201. render_state.Device = bd->InitInfo.Device;
  202. render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSamplerLinear;
  203. platform_io.Renderer_RenderState = &render_state;
  204. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  205. // Render command lists
  206. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  207. int global_vtx_offset = 0;
  208. int global_idx_offset = 0;
  209. for (const ImDrawList* draw_list : draw_data->CmdLists)
  210. {
  211. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  212. {
  213. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  214. if (pcmd->UserCallback != nullptr)
  215. {
  216. // User callback, registered via ImDrawList::AddCallback()
  217. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  218. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  219. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  220. else
  221. pcmd->UserCallback(draw_list, pcmd);
  222. }
  223. else
  224. {
  225. // Project scissor/clipping rectangles into framebuffer space
  226. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  227. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  228. // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
  229. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  230. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  231. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  232. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  233. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  234. continue;
  235. // Apply scissor/clipping rectangle
  236. SDL_Rect scissor_rect = {};
  237. scissor_rect.x = (int)clip_min.x;
  238. scissor_rect.y = (int)clip_min.y;
  239. scissor_rect.w = (int)(clip_max.x - clip_min.x);
  240. scissor_rect.h = (int)(clip_max.y - clip_min.y);
  241. SDL_SetGPUScissor(render_pass,&scissor_rect);
  242. // Bind DescriptorSet with font or user texture
  243. SDL_GPUTextureSamplerBinding texture_sampler_binding;
  244. texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
  245. texture_sampler_binding.sampler = render_state.SamplerCurrent;
  246. SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
  247. // Draw
  248. // **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'.
  249. // Any code loading custom texture using this backend needs to be updated.
  250. SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  251. }
  252. }
  253. global_idx_offset += draw_list->IdxBuffer.Size;
  254. global_vtx_offset += draw_list->VtxBuffer.Size;
  255. }
  256. // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
  257. // 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
  258. // In theory we should aim to backup/restore those values but I am not sure this is possible.
  259. // 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)
  260. SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
  261. SDL_SetGPUScissor(render_pass, &scissor_rect);
  262. }
  263. static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
  264. {
  265. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  266. if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
  267. SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
  268. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  269. tex->SetTexID(ImTextureID_Invalid);
  270. tex->SetStatus(ImTextureStatus_Destroyed);
  271. }
  272. void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
  273. {
  274. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  275. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  276. if (tex->Status == ImTextureStatus_WantCreate)
  277. {
  278. // Create and upload new texture to graphics system
  279. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  280. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  281. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  282. // Create texture
  283. SDL_GPUTextureCreateInfo texture_info = {};
  284. texture_info.type = SDL_GPU_TEXTURETYPE_2D;
  285. texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
  286. texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
  287. texture_info.width = tex->Width;
  288. texture_info.height = tex->Height;
  289. texture_info.layer_count_or_depth = 1;
  290. texture_info.num_levels = 1;
  291. texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
  292. SDL_GPUTexture* raw_tex = SDL_CreateGPUTexture(v->Device, &texture_info);
  293. IM_ASSERT(raw_tex != nullptr && "Failed to create texture, call SDL_GetError() for more info");
  294. // Store identifiers
  295. tex->SetTexID((ImTextureID)(intptr_t)raw_tex);
  296. }
  297. if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
  298. {
  299. SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID();
  300. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  301. // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
  302. // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
  303. // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
  304. const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
  305. const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
  306. const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
  307. const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
  308. uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
  309. uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
  310. // Create transfer buffer
  311. if (bd->TexTransferBufferSize < upload_size)
  312. {
  313. SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
  314. SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
  315. transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  316. transferbuffer_info.size = upload_size + 1024;
  317. bd->TexTransferBufferSize = upload_size + 1024;
  318. bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
  319. IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create transfer buffer, call SDL_GetError() for more information");
  320. }
  321. // Copy to transfer buffer
  322. {
  323. void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true);
  324. for (int y = 0; y < upload_h; y++)
  325. memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
  326. SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
  327. }
  328. SDL_GPUTextureTransferInfo transfer_info = {};
  329. transfer_info.offset = 0;
  330. transfer_info.transfer_buffer = bd->TexTransferBuffer;
  331. SDL_GPUTextureRegion texture_region = {};
  332. texture_region.texture = raw_tex;
  333. texture_region.x = (Uint32)upload_x;
  334. texture_region.y = (Uint32)upload_y;
  335. texture_region.w = (Uint32)upload_w;
  336. texture_region.h = (Uint32)upload_h;
  337. texture_region.d = 1;
  338. // Upload
  339. {
  340. SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
  341. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
  342. SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
  343. SDL_EndGPUCopyPass(copy_pass);
  344. SDL_SubmitGPUCommandBuffer(cmd);
  345. }
  346. tex->SetStatus(ImTextureStatus_OK);
  347. }
  348. if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
  349. ImGui_ImplSDLGPU3_DestroyTexture(tex);
  350. }
  351. static void ImGui_ImplSDLGPU3_CreateShaders()
  352. {
  353. // Create the shader modules
  354. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  355. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  356. const char* driver = SDL_GetGPUDeviceDriver(v->Device);
  357. SDL_GPUShaderCreateInfo vertex_shader_info = {};
  358. vertex_shader_info.entrypoint = "main";
  359. vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
  360. vertex_shader_info.num_uniform_buffers = 1;
  361. vertex_shader_info.num_storage_buffers = 0;
  362. vertex_shader_info.num_storage_textures = 0;
  363. vertex_shader_info.num_samplers = 0;
  364. SDL_GPUShaderCreateInfo fragment_shader_info = {};
  365. fragment_shader_info.entrypoint = "main";
  366. fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
  367. fragment_shader_info.num_samplers = 1;
  368. fragment_shader_info.num_storage_buffers = 0;
  369. fragment_shader_info.num_storage_textures = 0;
  370. fragment_shader_info.num_uniform_buffers = 0;
  371. if (strcmp(driver, "vulkan") == 0)
  372. {
  373. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  374. vertex_shader_info.code = spirv_vertex;
  375. vertex_shader_info.code_size = sizeof(spirv_vertex);
  376. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  377. fragment_shader_info.code = spirv_fragment;
  378. fragment_shader_info.code_size = sizeof(spirv_fragment);
  379. }
  380. else if (strcmp(driver, "direct3d12") == 0)
  381. {
  382. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  383. vertex_shader_info.code = dxbc_vertex;
  384. vertex_shader_info.code_size = sizeof(dxbc_vertex);
  385. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  386. fragment_shader_info.code = dxbc_fragment;
  387. fragment_shader_info.code_size = sizeof(dxbc_fragment);
  388. }
  389. #ifdef __APPLE__
  390. else
  391. {
  392. #include <TargetConditionals.h>
  393. #if TARGET_OS_OSX
  394. // macOS: using MSL source
  395. vertex_shader_info.entrypoint = "main0";
  396. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
  397. vertex_shader_info.code = msl_vertex;
  398. vertex_shader_info.code_size = sizeof(msl_vertex);
  399. fragment_shader_info.entrypoint = "main0";
  400. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
  401. fragment_shader_info.code = msl_fragment;
  402. fragment_shader_info.code_size = sizeof(msl_fragment);
  403. #elif TARGET_OS_IPHONE
  404. // iOS device: using metallib blobs
  405. vertex_shader_info.entrypoint = "main0";
  406. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  407. vertex_shader_info.code = metallib_vertex;
  408. vertex_shader_info.code_size = sizeof(metallib_vertex);
  409. fragment_shader_info.entrypoint = "main0";
  410. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  411. fragment_shader_info.code = metallib_fragment;
  412. fragment_shader_info.code_size = sizeof(metallib_fragment);
  413. #endif
  414. }
  415. #endif
  416. bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
  417. bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
  418. IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
  419. IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
  420. }
  421. static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
  422. {
  423. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  424. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  425. ImGui_ImplSDLGPU3_CreateShaders();
  426. SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
  427. vertex_buffer_desc[0].slot = 0;
  428. vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
  429. vertex_buffer_desc[0].instance_step_rate = 0;
  430. vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
  431. SDL_GPUVertexAttribute vertex_attributes[3];
  432. vertex_attributes[0].buffer_slot = 0;
  433. vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  434. vertex_attributes[0].location = 0;
  435. vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
  436. vertex_attributes[1].buffer_slot = 0;
  437. vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  438. vertex_attributes[1].location = 1;
  439. vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
  440. vertex_attributes[2].buffer_slot = 0;
  441. vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
  442. vertex_attributes[2].location = 2;
  443. vertex_attributes[2].offset = offsetof(ImDrawVert, col);
  444. SDL_GPUVertexInputState vertex_input_state = {};
  445. vertex_input_state.num_vertex_attributes = 3;
  446. vertex_input_state.vertex_attributes = vertex_attributes;
  447. vertex_input_state.num_vertex_buffers = 1;
  448. vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
  449. SDL_GPURasterizerState rasterizer_state = {};
  450. rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
  451. rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
  452. rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
  453. rasterizer_state.enable_depth_bias = false;
  454. rasterizer_state.enable_depth_clip = false;
  455. SDL_GPUMultisampleState multisample_state = {};
  456. multisample_state.sample_count = v->MSAASamples;
  457. multisample_state.enable_mask = false;
  458. SDL_GPUDepthStencilState depth_stencil_state = {};
  459. depth_stencil_state.enable_depth_test = false;
  460. depth_stencil_state.enable_depth_write = false;
  461. depth_stencil_state.enable_stencil_test = false;
  462. SDL_GPUColorTargetBlendState blend_state = {};
  463. blend_state.enable_blend = true;
  464. blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
  465. blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  466. blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
  467. blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
  468. blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  469. blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
  470. blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
  471. SDL_GPUColorTargetDescription color_target_desc[1];
  472. color_target_desc[0].format = v->ColorTargetFormat;
  473. color_target_desc[0].blend_state = blend_state;
  474. SDL_GPUGraphicsPipelineTargetInfo target_info = {};
  475. target_info.num_color_targets = 1;
  476. target_info.color_target_descriptions = color_target_desc;
  477. target_info.has_depth_stencil_target = false;
  478. SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
  479. pipeline_info.vertex_shader = bd->VertexShader;
  480. pipeline_info.fragment_shader = bd->FragmentShader;
  481. pipeline_info.vertex_input_state = vertex_input_state;
  482. pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
  483. pipeline_info.rasterizer_state = rasterizer_state;
  484. pipeline_info.multisample_state = multisample_state;
  485. pipeline_info.depth_stencil_state = depth_stencil_state;
  486. pipeline_info.target_info = target_info;
  487. bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
  488. IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
  489. }
  490. void ImGui_ImplSDLGPU3_CreateDeviceObjects()
  491. {
  492. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  493. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  494. ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  495. if (bd->TexSamplerLinear == nullptr)
  496. {
  497. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
  498. SDL_GPUSamplerCreateInfo sampler_info = {};
  499. sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
  500. sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
  501. sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
  502. sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  503. sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  504. sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  505. sampler_info.mip_lod_bias = 0.0f;
  506. sampler_info.min_lod = -1000.0f;
  507. sampler_info.max_lod = 1000.0f;
  508. sampler_info.enable_anisotropy = false;
  509. sampler_info.max_anisotropy = 1.0f;
  510. sampler_info.enable_compare = false;
  511. bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info);
  512. IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
  513. }
  514. ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
  515. }
  516. void ImGui_ImplSDLGPU3_DestroyFrameData()
  517. {
  518. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  519. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  520. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  521. SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
  522. SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
  523. SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
  524. SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
  525. fd->VertexBuffer = fd->IndexBuffer = nullptr;
  526. fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
  527. fd->VertexBufferSize = fd->IndexBufferSize = 0;
  528. }
  529. void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
  530. {
  531. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  532. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  533. ImGui_ImplSDLGPU3_DestroyFrameData();
  534. // Destroy all textures
  535. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  536. if (tex->RefCount == 1)
  537. ImGui_ImplSDLGPU3_DestroyTexture(tex);
  538. if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
  539. if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
  540. if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
  541. if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; }
  542. if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
  543. }
  544. bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
  545. {
  546. ImGuiIO& io = ImGui::GetIO();
  547. IMGUI_CHECKVERSION();
  548. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  549. // Setup backend capabilities flags
  550. ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
  551. io.BackendRendererUserData = (void*)bd;
  552. io.BackendRendererName = "imgui_impl_sdlgpu3";
  553. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  554. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  555. IM_ASSERT(info->Device != nullptr);
  556. IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
  557. bd->InitInfo = *info;
  558. return true;
  559. }
  560. void ImGui_ImplSDLGPU3_Shutdown()
  561. {
  562. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  563. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  564. ImGuiIO& io = ImGui::GetIO();
  565. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  566. ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  567. io.BackendRendererName = nullptr;
  568. io.BackendRendererUserData = nullptr;
  569. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
  570. platform_io.ClearRendererHandlers();
  571. IM_DELETE(bd);
  572. }
  573. void ImGui_ImplSDLGPU3_NewFrame()
  574. {
  575. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  576. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
  577. if (!bd->TexSamplerLinear)
  578. ImGui_ImplSDLGPU3_CreateDeviceObjects();
  579. }
  580. #endif // #ifndef IMGUI_DISABLE