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imgui_impl_sdlgpu3.cpp 35 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: macOS version can use MSL shaders in order to support macOS 10.14+ (vs 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_GPUSampler* TexSamplerNearest = 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 = bd->TexSamplerLinear;
  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.SamplerLinear = render_state.SamplerCurrent = bd->TexSamplerLinear;
  204. render_state.SamplerNearest = bd->TexSamplerNearest;
  205. platform_io.Renderer_RenderState = &render_state;
  206. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  207. // Render command lists
  208. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  209. int global_vtx_offset = 0;
  210. int global_idx_offset = 0;
  211. for (const ImDrawList* draw_list : draw_data->CmdLists)
  212. {
  213. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  214. {
  215. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  216. if (pcmd->UserCallback != nullptr)
  217. {
  218. // User callback, registered via ImDrawList::AddCallback()
  219. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  220. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  221. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  222. else
  223. pcmd->UserCallback(draw_list, pcmd);
  224. }
  225. else
  226. {
  227. // Project scissor/clipping rectangles into framebuffer space
  228. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  229. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  230. // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
  231. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  232. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  233. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  234. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  235. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  236. continue;
  237. // Apply scissor/clipping rectangle
  238. SDL_Rect scissor_rect = {};
  239. scissor_rect.x = (int)clip_min.x;
  240. scissor_rect.y = (int)clip_min.y;
  241. scissor_rect.w = (int)(clip_max.x - clip_min.x);
  242. scissor_rect.h = (int)(clip_max.y - clip_min.y);
  243. SDL_SetGPUScissor(render_pass,&scissor_rect);
  244. // Bind DescriptorSet with font or user texture
  245. SDL_GPUTextureSamplerBinding texture_sampler_binding;
  246. texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
  247. texture_sampler_binding.sampler = render_state.SamplerCurrent;
  248. SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
  249. // Draw
  250. // **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'.
  251. // Any code loading custom texture using this backend needs to be updated.
  252. SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  253. }
  254. }
  255. global_idx_offset += draw_list->IdxBuffer.Size;
  256. global_vtx_offset += draw_list->VtxBuffer.Size;
  257. }
  258. // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
  259. // 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
  260. // In theory we should aim to backup/restore those values but I am not sure this is possible.
  261. // 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)
  262. SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
  263. SDL_SetGPUScissor(render_pass, &scissor_rect);
  264. }
  265. static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
  266. {
  267. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  268. if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
  269. SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
  270. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  271. tex->SetTexID(ImTextureID_Invalid);
  272. tex->SetStatus(ImTextureStatus_Destroyed);
  273. }
  274. void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
  275. {
  276. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  277. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  278. if (tex->Status == ImTextureStatus_WantCreate)
  279. {
  280. // Create and upload new texture to graphics system
  281. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  282. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  283. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  284. // Create texture
  285. SDL_GPUTextureCreateInfo texture_info = {};
  286. texture_info.type = SDL_GPU_TEXTURETYPE_2D;
  287. texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
  288. texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
  289. texture_info.width = tex->Width;
  290. texture_info.height = tex->Height;
  291. texture_info.layer_count_or_depth = 1;
  292. texture_info.num_levels = 1;
  293. texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
  294. SDL_GPUTexture* raw_tex = SDL_CreateGPUTexture(v->Device, &texture_info);
  295. IM_ASSERT(raw_tex != nullptr && "Failed to create texture, call SDL_GetError() for more info");
  296. // Store identifiers
  297. tex->SetTexID((ImTextureID)(intptr_t)raw_tex);
  298. }
  299. if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
  300. {
  301. SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID();
  302. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  303. // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
  304. // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
  305. // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
  306. const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
  307. const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
  308. const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
  309. const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
  310. uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
  311. uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
  312. // Create transfer buffer
  313. if (bd->TexTransferBufferSize < upload_size)
  314. {
  315. SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
  316. SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
  317. transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  318. transferbuffer_info.size = upload_size + 1024;
  319. bd->TexTransferBufferSize = upload_size + 1024;
  320. bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
  321. IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create transfer buffer, call SDL_GetError() for more information");
  322. }
  323. // Copy to transfer buffer
  324. {
  325. void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true);
  326. for (int y = 0; y < upload_h; y++)
  327. memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
  328. SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
  329. }
  330. SDL_GPUTextureTransferInfo transfer_info = {};
  331. transfer_info.offset = 0;
  332. transfer_info.transfer_buffer = bd->TexTransferBuffer;
  333. SDL_GPUTextureRegion texture_region = {};
  334. texture_region.texture = raw_tex;
  335. texture_region.x = (Uint32)upload_x;
  336. texture_region.y = (Uint32)upload_y;
  337. texture_region.w = (Uint32)upload_w;
  338. texture_region.h = (Uint32)upload_h;
  339. texture_region.d = 1;
  340. // Upload
  341. {
  342. SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
  343. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
  344. SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
  345. SDL_EndGPUCopyPass(copy_pass);
  346. SDL_SubmitGPUCommandBuffer(cmd);
  347. }
  348. tex->SetStatus(ImTextureStatus_OK);
  349. }
  350. if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
  351. ImGui_ImplSDLGPU3_DestroyTexture(tex);
  352. }
  353. static void ImGui_ImplSDLGPU3_CreateShaders()
  354. {
  355. // Create the shader modules
  356. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  357. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  358. const char* driver = SDL_GetGPUDeviceDriver(v->Device);
  359. SDL_GPUShaderCreateInfo vertex_shader_info = {};
  360. vertex_shader_info.entrypoint = "main";
  361. vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
  362. vertex_shader_info.num_uniform_buffers = 1;
  363. vertex_shader_info.num_storage_buffers = 0;
  364. vertex_shader_info.num_storage_textures = 0;
  365. vertex_shader_info.num_samplers = 0;
  366. SDL_GPUShaderCreateInfo fragment_shader_info = {};
  367. fragment_shader_info.entrypoint = "main";
  368. fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
  369. fragment_shader_info.num_samplers = 1;
  370. fragment_shader_info.num_storage_buffers = 0;
  371. fragment_shader_info.num_storage_textures = 0;
  372. fragment_shader_info.num_uniform_buffers = 0;
  373. if (strcmp(driver, "vulkan") == 0)
  374. {
  375. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  376. vertex_shader_info.code = spirv_vertex;
  377. vertex_shader_info.code_size = sizeof(spirv_vertex);
  378. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  379. fragment_shader_info.code = spirv_fragment;
  380. fragment_shader_info.code_size = sizeof(spirv_fragment);
  381. }
  382. else if (strcmp(driver, "direct3d12") == 0)
  383. {
  384. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  385. vertex_shader_info.code = dxbc_vertex;
  386. vertex_shader_info.code_size = sizeof(dxbc_vertex);
  387. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  388. fragment_shader_info.code = dxbc_fragment;
  389. fragment_shader_info.code_size = sizeof(dxbc_fragment);
  390. }
  391. #ifdef __APPLE__
  392. else
  393. {
  394. SDL_GPUShaderFormat supported_formats = SDL_GetGPUShaderFormats(v->Device);
  395. if (supported_formats & SDL_GPU_SHADERFORMAT_METALLIB)
  396. {
  397. // Using metallib blobs (macOS 14+, iOS)
  398. vertex_shader_info.entrypoint = "main0";
  399. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  400. vertex_shader_info.code = metallib_vertex;
  401. vertex_shader_info.code_size = sizeof(metallib_vertex);
  402. fragment_shader_info.entrypoint = "main0";
  403. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  404. fragment_shader_info.code = metallib_fragment;
  405. fragment_shader_info.code_size = sizeof(metallib_fragment);
  406. }
  407. else if (supported_formats & SDL_GPU_SHADERFORMAT_MSL)
  408. {
  409. // macOS: using MSL source
  410. vertex_shader_info.entrypoint = "main0";
  411. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
  412. vertex_shader_info.code = msl_vertex;
  413. vertex_shader_info.code_size = sizeof(msl_vertex);
  414. fragment_shader_info.entrypoint = "main0";
  415. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
  416. fragment_shader_info.code = msl_fragment;
  417. fragment_shader_info.code_size = sizeof(msl_fragment);
  418. }
  419. }
  420. #endif
  421. bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
  422. bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
  423. IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
  424. IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
  425. }
  426. static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
  427. {
  428. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  429. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  430. ImGui_ImplSDLGPU3_CreateShaders();
  431. SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
  432. vertex_buffer_desc[0].slot = 0;
  433. vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
  434. vertex_buffer_desc[0].instance_step_rate = 0;
  435. vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
  436. SDL_GPUVertexAttribute vertex_attributes[3];
  437. vertex_attributes[0].buffer_slot = 0;
  438. vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  439. vertex_attributes[0].location = 0;
  440. vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
  441. vertex_attributes[1].buffer_slot = 0;
  442. vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  443. vertex_attributes[1].location = 1;
  444. vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
  445. vertex_attributes[2].buffer_slot = 0;
  446. vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
  447. vertex_attributes[2].location = 2;
  448. vertex_attributes[2].offset = offsetof(ImDrawVert, col);
  449. SDL_GPUVertexInputState vertex_input_state = {};
  450. vertex_input_state.num_vertex_attributes = 3;
  451. vertex_input_state.vertex_attributes = vertex_attributes;
  452. vertex_input_state.num_vertex_buffers = 1;
  453. vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
  454. SDL_GPURasterizerState rasterizer_state = {};
  455. rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
  456. rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
  457. rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
  458. rasterizer_state.enable_depth_bias = false;
  459. rasterizer_state.enable_depth_clip = false;
  460. SDL_GPUMultisampleState multisample_state = {};
  461. multisample_state.sample_count = v->MSAASamples;
  462. multisample_state.enable_mask = false;
  463. SDL_GPUDepthStencilState depth_stencil_state = {};
  464. depth_stencil_state.enable_depth_test = false;
  465. depth_stencil_state.enable_depth_write = false;
  466. depth_stencil_state.enable_stencil_test = false;
  467. SDL_GPUColorTargetBlendState blend_state = {};
  468. blend_state.enable_blend = true;
  469. blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
  470. blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  471. blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
  472. blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
  473. blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  474. blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
  475. blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
  476. SDL_GPUColorTargetDescription color_target_desc[1];
  477. color_target_desc[0].format = v->ColorTargetFormat;
  478. color_target_desc[0].blend_state = blend_state;
  479. SDL_GPUGraphicsPipelineTargetInfo target_info = {};
  480. target_info.num_color_targets = 1;
  481. target_info.color_target_descriptions = color_target_desc;
  482. target_info.has_depth_stencil_target = false;
  483. SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
  484. pipeline_info.vertex_shader = bd->VertexShader;
  485. pipeline_info.fragment_shader = bd->FragmentShader;
  486. pipeline_info.vertex_input_state = vertex_input_state;
  487. pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
  488. pipeline_info.rasterizer_state = rasterizer_state;
  489. pipeline_info.multisample_state = multisample_state;
  490. pipeline_info.depth_stencil_state = depth_stencil_state;
  491. pipeline_info.target_info = target_info;
  492. bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
  493. IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
  494. }
  495. void ImGui_ImplSDLGPU3_CreateDeviceObjects()
  496. {
  497. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  498. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  499. ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  500. if (bd->TexSamplerLinear == nullptr)
  501. {
  502. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
  503. SDL_GPUSamplerCreateInfo sampler_info = {};
  504. sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
  505. sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
  506. sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
  507. sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  508. sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  509. sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  510. sampler_info.mip_lod_bias = 0.0f;
  511. sampler_info.min_lod = -1000.0f;
  512. sampler_info.max_lod = 1000.0f;
  513. sampler_info.enable_anisotropy = false;
  514. sampler_info.max_anisotropy = 1.0f;
  515. sampler_info.enable_compare = false;
  516. bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info);
  517. IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
  518. sampler_info.min_filter = SDL_GPU_FILTER_NEAREST;
  519. sampler_info.mag_filter = SDL_GPU_FILTER_NEAREST;
  520. sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
  521. bd->TexSamplerNearest = SDL_CreateGPUSampler(v->Device, &sampler_info);
  522. IM_ASSERT(bd->TexSamplerNearest != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
  523. }
  524. ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
  525. }
  526. void ImGui_ImplSDLGPU3_DestroyFrameData()
  527. {
  528. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  529. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  530. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  531. SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
  532. SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
  533. SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
  534. SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
  535. fd->VertexBuffer = fd->IndexBuffer = nullptr;
  536. fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
  537. fd->VertexBufferSize = fd->IndexBufferSize = 0;
  538. }
  539. void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
  540. {
  541. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  542. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  543. ImGui_ImplSDLGPU3_DestroyFrameData();
  544. // Destroy all textures
  545. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  546. if (tex->RefCount == 1)
  547. ImGui_ImplSDLGPU3_DestroyTexture(tex);
  548. if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
  549. if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
  550. if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
  551. if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; }
  552. if (bd->TexSamplerNearest) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerNearest); bd->TexSamplerNearest = nullptr; }
  553. if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
  554. }
  555. bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
  556. {
  557. ImGuiIO& io = ImGui::GetIO();
  558. IMGUI_CHECKVERSION();
  559. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  560. // Setup backend capabilities flags
  561. ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
  562. io.BackendRendererUserData = (void*)bd;
  563. io.BackendRendererName = "imgui_impl_sdlgpu3";
  564. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  565. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  566. IM_ASSERT(info->Device != nullptr);
  567. IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
  568. bd->InitInfo = *info;
  569. return true;
  570. }
  571. void ImGui_ImplSDLGPU3_Shutdown()
  572. {
  573. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  574. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  575. ImGuiIO& io = ImGui::GetIO();
  576. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  577. ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  578. io.BackendRendererName = nullptr;
  579. io.BackendRendererUserData = nullptr;
  580. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
  581. platform_io.ClearRendererHandlers();
  582. IM_DELETE(bd);
  583. }
  584. void ImGui_ImplSDLGPU3_NewFrame()
  585. {
  586. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  587. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
  588. if (!bd->TexSamplerLinear)
  589. ImGui_ImplSDLGPU3_CreateDeviceObjects();
  590. }
  591. #endif // #ifndef IMGUI_DISABLE