imgui_impl_sdlgpu3.cpp 28 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. // Missing features:
  7. // [ ] Renderer: Multi-viewport support (multiple windows).
  8. // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
  9. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
  10. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  11. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  12. // Learn about Dear ImGui:
  13. // - FAQ https://dearimgui.com/faq
  14. // - Getting Started https://dearimgui.com/getting-started
  15. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  16. // - Introduction, links and more at the top of imgui.cpp
  17. // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
  18. // - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
  19. // 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.
  20. // CHANGELOG
  21. // 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
  22. // 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
  23. #include "imgui.h"
  24. #ifndef IMGUI_DISABLE
  25. #include "imgui_impl_sdlgpu3.h"
  26. #include "imgui_impl_sdlgpu3_shaders.h"
  27. // SDL_GPU Data
  28. // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
  29. struct ImGui_ImplSDLGPU3_FrameData
  30. {
  31. SDL_GPUBuffer* VertexBuffer = nullptr;
  32. SDL_GPUBuffer* IndexBuffer = nullptr;
  33. uint32_t VertexBufferSize = 0;
  34. uint32_t IndexBufferSize = 0;
  35. };
  36. struct ImGui_ImplSDLGPU3_Data
  37. {
  38. ImGui_ImplSDLGPU3_InitInfo InitInfo;
  39. // Graphics pipeline & shaders
  40. SDL_GPUShader* VertexShader = nullptr;
  41. SDL_GPUShader* FragmentShader = nullptr;
  42. SDL_GPUGraphicsPipeline* Pipeline = nullptr;
  43. // Font data
  44. SDL_GPUSampler* FontSampler = nullptr;
  45. SDL_GPUTexture* FontTexture = nullptr;
  46. SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
  47. // Frame data for main window
  48. ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
  49. };
  50. // Forward Declarations
  51. static void ImGui_ImplSDLGPU3_DestroyFrameData();
  52. //-----------------------------------------------------------------------------
  53. // FUNCTIONS
  54. //-----------------------------------------------------------------------------
  55. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  56. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  57. // FIXME: multi-context support has never been tested.
  58. static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
  59. {
  60. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  61. }
  62. 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)
  63. {
  64. //ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  65. // Bind graphics pipeline
  66. SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
  67. // Bind Vertex And Index Buffers
  68. if (draw_data->TotalVtxCount > 0)
  69. {
  70. SDL_GPUBufferBinding vertex_buffer_binding = {};
  71. vertex_buffer_binding.buffer = fd->VertexBuffer;
  72. vertex_buffer_binding.offset = 0;
  73. SDL_GPUBufferBinding index_buffer_binding = {};
  74. index_buffer_binding.buffer = fd->IndexBuffer;
  75. index_buffer_binding.offset = 0;
  76. SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
  77. SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
  78. }
  79. // Setup viewport
  80. SDL_GPUViewport viewport = {};
  81. viewport.x = 0;
  82. viewport.y = 0;
  83. viewport.w = (float)fb_width;
  84. viewport.h = (float)fb_height;
  85. viewport.min_depth = 0.0f;
  86. viewport.max_depth = 1.0f;
  87. SDL_SetGPUViewport(render_pass, &viewport);
  88. // Setup scale and translation
  89. // 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.
  90. struct UBO { float scale[2]; float translation[2]; } ubo;
  91. ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
  92. ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
  93. ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
  94. ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
  95. SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
  96. }
  97. static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
  98. {
  99. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  100. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  101. // Even though this is fairly rarely called.
  102. SDL_WaitForGPUIdle(v->Device);
  103. SDL_ReleaseGPUBuffer(v->Device, *buffer);
  104. SDL_GPUBufferCreateInfo buffer_info = {};
  105. buffer_info.usage = usage;
  106. buffer_info.size = new_size;
  107. buffer_info.props = 0;
  108. *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
  109. *old_size = new_size;
  110. IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
  111. }
  112. // SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
  113. // The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
  114. // is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
  115. void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
  116. {
  117. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  118. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  119. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  120. if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
  121. return;
  122. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  123. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  124. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  125. uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
  126. uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
  127. if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
  128. CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
  129. if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
  130. CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
  131. // FIXME: It feels like more code could be shared there.
  132. SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {};
  133. vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  134. vertex_transferbuffer_info.size = vertex_size;
  135. SDL_GPUTransferBufferCreateInfo index_transferbuffer_info = {};
  136. index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  137. index_transferbuffer_info.size = index_size;
  138. SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &vertex_transferbuffer_info);
  139. IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information");
  140. SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &index_transferbuffer_info);
  141. IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information");
  142. ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, vertex_transferbuffer, true);
  143. ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, index_transferbuffer, true);
  144. for (int n = 0; n < draw_data->CmdListsCount; n++)
  145. {
  146. const ImDrawList* draw_list = draw_data->CmdLists[n];
  147. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  148. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  149. vtx_dst += draw_list->VtxBuffer.Size;
  150. idx_dst += draw_list->IdxBuffer.Size;
  151. }
  152. SDL_UnmapGPUTransferBuffer(v->Device, vertex_transferbuffer);
  153. SDL_UnmapGPUTransferBuffer(v->Device, index_transferbuffer);
  154. SDL_GPUTransferBufferLocation vertex_buffer_location = {};
  155. vertex_buffer_location.offset = 0;
  156. vertex_buffer_location.transfer_buffer = vertex_transferbuffer;
  157. SDL_GPUTransferBufferLocation index_buffer_location = {};
  158. index_buffer_location.offset = 0;
  159. index_buffer_location.transfer_buffer = index_transferbuffer;
  160. SDL_GPUBufferRegion vertex_buffer_region = {};
  161. vertex_buffer_region.buffer = fd->VertexBuffer;
  162. vertex_buffer_region.offset = 0;
  163. vertex_buffer_region.size = vertex_size;
  164. SDL_GPUBufferRegion index_buffer_region = {};
  165. index_buffer_region.buffer = fd->IndexBuffer;
  166. index_buffer_region.offset = 0;
  167. index_buffer_region.size = index_size;
  168. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
  169. SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
  170. SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
  171. SDL_EndGPUCopyPass(copy_pass);
  172. SDL_ReleaseGPUTransferBuffer(v->Device, index_transferbuffer);
  173. SDL_ReleaseGPUTransferBuffer(v->Device, vertex_transferbuffer);
  174. }
  175. void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
  176. {
  177. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  178. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  179. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  180. if (fb_width <= 0 || fb_height <= 0)
  181. return;
  182. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  183. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  184. if (pipeline == nullptr)
  185. pipeline = bd->Pipeline;
  186. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  187. // Will project scissor/clipping rectangles into framebuffer space
  188. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  189. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  190. // Render command lists
  191. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  192. int global_vtx_offset = 0;
  193. int global_idx_offset = 0;
  194. for (int n = 0; n < draw_data->CmdListsCount; n++)
  195. {
  196. const ImDrawList* draw_list = draw_data->CmdLists[n];
  197. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  198. {
  199. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  200. if (pcmd->UserCallback != nullptr)
  201. {
  202. pcmd->UserCallback(draw_list, pcmd);
  203. }
  204. else
  205. {
  206. // Project scissor/clipping rectangles into framebuffer space
  207. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  208. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  209. // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
  210. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  211. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  212. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  213. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  214. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  215. continue;
  216. // Apply scissor/clipping rectangle
  217. SDL_Rect scissor_rect = {};
  218. scissor_rect.x = (int)clip_min.x;
  219. scissor_rect.y = (int)clip_min.y;
  220. scissor_rect.w = (int)(clip_max.x - clip_min.x);
  221. scissor_rect.h = (int)(clip_max.y - clip_min.y);
  222. SDL_SetGPUScissor(render_pass,&scissor_rect);
  223. // Bind DescriptorSet with font or user texture
  224. SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
  225. // Draw
  226. SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  227. }
  228. }
  229. global_idx_offset += draw_list->IdxBuffer.Size;
  230. global_vtx_offset += draw_list->VtxBuffer.Size;
  231. }
  232. // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
  233. // 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
  234. // In theory we should aim to backup/restore those values but I am not sure this is possible.
  235. // 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)
  236. SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
  237. SDL_SetGPUScissor(render_pass, &scissor_rect);
  238. }
  239. void ImGui_ImplSDLGPU3_CreateFontsTexture()
  240. {
  241. ImGuiIO& io = ImGui::GetIO();
  242. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  243. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  244. // Destroy existing texture (if any)
  245. if (bd->FontTexture)
  246. {
  247. SDL_WaitForGPUIdle(v->Device);
  248. ImGui_ImplSDLGPU3_DestroyFontsTexture();
  249. }
  250. unsigned char* pixels;
  251. int width, height;
  252. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  253. uint32_t upload_size = width * height * 4 * sizeof(char);
  254. // Create the Image:
  255. {
  256. SDL_GPUTextureCreateInfo texture_info = {};
  257. texture_info.type = SDL_GPU_TEXTURETYPE_2D;
  258. texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
  259. texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
  260. texture_info.width = width;
  261. texture_info.height = height;
  262. texture_info.layer_count_or_depth = 1;
  263. texture_info.num_levels = 1;
  264. texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
  265. bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info);
  266. IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
  267. }
  268. // Assign the texture to the TextureSamplerBinding
  269. bd->FontBinding.texture = bd->FontTexture;
  270. // Create all the upload structures and upload:
  271. {
  272. SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
  273. transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
  274. transferbuffer_info.size = upload_size;
  275. SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
  276. IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
  277. void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false);
  278. memcpy(texture_ptr, pixels, upload_size);
  279. SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer);
  280. SDL_GPUTextureTransferInfo transfer_info = {};
  281. transfer_info.offset = 0;
  282. transfer_info.transfer_buffer = transferbuffer;
  283. SDL_GPUTextureRegion texture_region = {};
  284. texture_region.texture = bd->FontTexture;
  285. texture_region.w = width;
  286. texture_region.h = height;
  287. texture_region.d = 1;
  288. SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
  289. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
  290. SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
  291. SDL_EndGPUCopyPass(copy_pass);
  292. SDL_SubmitGPUCommandBuffer(cmd);
  293. SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer);
  294. }
  295. // Store our identifier
  296. io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
  297. }
  298. // You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
  299. void ImGui_ImplSDLGPU3_DestroyFontsTexture()
  300. {
  301. ImGuiIO& io = ImGui::GetIO();
  302. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  303. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  304. if (bd->FontTexture)
  305. {
  306. SDL_ReleaseGPUTexture(v->Device, bd->FontTexture);
  307. bd->FontBinding.texture = nullptr;
  308. bd->FontTexture = nullptr;
  309. }
  310. io.Fonts->SetTexID(0);
  311. }
  312. static void Imgui_ImplSDLGPU3_CreateShaders()
  313. {
  314. // Create the shader modules
  315. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  316. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  317. const char* driver = SDL_GetGPUDeviceDriver(v->Device);
  318. SDL_GPUShaderCreateInfo vertex_shader_info = {};
  319. vertex_shader_info.entrypoint = "main";
  320. vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
  321. vertex_shader_info.num_uniform_buffers = 1;
  322. vertex_shader_info.num_storage_buffers = 0;
  323. vertex_shader_info.num_storage_textures = 0;
  324. vertex_shader_info.num_samplers = 0;
  325. SDL_GPUShaderCreateInfo fragment_shader_info = {};
  326. fragment_shader_info.entrypoint = "main";
  327. fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
  328. fragment_shader_info.num_samplers = 1;
  329. fragment_shader_info.num_storage_buffers = 0;
  330. fragment_shader_info.num_storage_textures = 0;
  331. fragment_shader_info.num_uniform_buffers = 0;
  332. if (strcmp(driver, "vulkan") == 0)
  333. {
  334. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  335. vertex_shader_info.code = spirv_vertex;
  336. vertex_shader_info.code_size = sizeof(spirv_vertex);
  337. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
  338. fragment_shader_info.code = spirv_fragment;
  339. fragment_shader_info.code_size = sizeof(spirv_fragment);
  340. }
  341. else if (strcmp(driver, "direct3d12") == 0)
  342. {
  343. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  344. vertex_shader_info.code = dxbc_vertex;
  345. vertex_shader_info.code_size = sizeof(dxbc_vertex);
  346. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
  347. fragment_shader_info.code = dxbc_fragment;
  348. fragment_shader_info.code_size = sizeof(dxbc_fragment);
  349. }
  350. #ifdef __APPLE__
  351. else
  352. {
  353. vertex_shader_info.entrypoint = "main0";
  354. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  355. vertex_shader_info.code = metallib_vertex;
  356. vertex_shader_info.code_size = sizeof(metallib_vertex);
  357. fragment_shader_info.entrypoint = "main0";
  358. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  359. fragment_shader_info.code = metallib_fragment;
  360. fragment_shader_info.code_size = sizeof(metallib_fragment);
  361. }
  362. #endif
  363. bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
  364. bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
  365. IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
  366. IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
  367. }
  368. static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
  369. {
  370. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  371. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  372. Imgui_ImplSDLGPU3_CreateShaders();
  373. SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
  374. vertex_buffer_desc[0].slot = 0;
  375. vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
  376. vertex_buffer_desc[0].instance_step_rate = 0;
  377. vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
  378. SDL_GPUVertexAttribute vertex_attributes[3];
  379. vertex_attributes[0].buffer_slot = 0;
  380. vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  381. vertex_attributes[0].location = 0;
  382. vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
  383. vertex_attributes[1].buffer_slot = 0;
  384. vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  385. vertex_attributes[1].location = 1;
  386. vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
  387. vertex_attributes[2].buffer_slot = 0;
  388. vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
  389. vertex_attributes[2].location = 2;
  390. vertex_attributes[2].offset = offsetof(ImDrawVert, col);
  391. SDL_GPUVertexInputState vertex_input_state = {};
  392. vertex_input_state.num_vertex_attributes = 3;
  393. vertex_input_state.vertex_attributes = vertex_attributes;
  394. vertex_input_state.num_vertex_buffers = 1;
  395. vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
  396. SDL_GPURasterizerState rasterizer_state = {};
  397. rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
  398. rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
  399. rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
  400. rasterizer_state.enable_depth_bias = false;
  401. rasterizer_state.enable_depth_clip = false;
  402. SDL_GPUMultisampleState multisample_state = {};
  403. multisample_state.sample_count = v->MSAASamples;
  404. multisample_state.enable_mask = false;
  405. SDL_GPUDepthStencilState depth_stencil_state = {};
  406. depth_stencil_state.enable_depth_test = false;
  407. depth_stencil_state.enable_depth_write = false;
  408. depth_stencil_state.enable_stencil_test = false;
  409. SDL_GPUColorTargetBlendState blend_state = {};
  410. blend_state.enable_blend = true;
  411. blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
  412. blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  413. blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
  414. blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
  415. blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  416. blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
  417. blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
  418. SDL_GPUColorTargetDescription color_target_desc[1];
  419. color_target_desc[0].format = v->ColorTargetFormat;
  420. color_target_desc[0].blend_state = blend_state;
  421. SDL_GPUGraphicsPipelineTargetInfo target_info = {};
  422. target_info.num_color_targets = 1;
  423. target_info.color_target_descriptions = color_target_desc;
  424. target_info.has_depth_stencil_target = false;
  425. SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
  426. pipeline_info.vertex_shader = bd->VertexShader;
  427. pipeline_info.fragment_shader = bd->FragmentShader;
  428. pipeline_info.vertex_input_state = vertex_input_state;
  429. pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
  430. pipeline_info.rasterizer_state = rasterizer_state;
  431. pipeline_info.multisample_state = multisample_state;
  432. pipeline_info.depth_stencil_state = depth_stencil_state;
  433. pipeline_info.target_info = target_info;
  434. bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
  435. IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
  436. }
  437. void ImGui_ImplSDLGPU3_CreateDeviceObjects()
  438. {
  439. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  440. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  441. if (!bd->FontSampler)
  442. {
  443. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
  444. SDL_GPUSamplerCreateInfo sampler_info = {};
  445. sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
  446. sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
  447. sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
  448. sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  449. sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  450. sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  451. sampler_info.mip_lod_bias = 0.0f;
  452. sampler_info.min_lod = -1000.0f;
  453. sampler_info.max_lod = 1000.0f;
  454. sampler_info.enable_anisotropy = false;
  455. sampler_info.max_anisotropy = 1.0f;
  456. sampler_info.enable_compare = false;
  457. bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
  458. bd->FontBinding.sampler = bd->FontSampler;
  459. IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
  460. }
  461. ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
  462. ImGui_ImplSDLGPU3_CreateFontsTexture();
  463. }
  464. void ImGui_ImplSDLGPU3_DestroyFrameData()
  465. {
  466. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  467. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  468. SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.VertexBuffer);
  469. SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.IndexBuffer);
  470. bd->MainWindowFrameData.VertexBuffer = nullptr;
  471. bd->MainWindowFrameData.IndexBuffer = nullptr;
  472. bd->MainWindowFrameData.VertexBufferSize = 0;
  473. bd->MainWindowFrameData.IndexBufferSize = 0;
  474. }
  475. void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
  476. {
  477. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  478. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  479. ImGui_ImplSDLGPU3_DestroyFrameData();
  480. ImGui_ImplSDLGPU3_DestroyFontsTexture();
  481. if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;}
  482. if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;}
  483. if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;}
  484. if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;}
  485. }
  486. bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
  487. {
  488. ImGuiIO& io = ImGui::GetIO();
  489. IMGUI_CHECKVERSION();
  490. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  491. // Setup backend capabilities flags
  492. ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
  493. io.BackendRendererUserData = (void*)bd;
  494. io.BackendRendererName = "imgui_impl_sdlgpu3";
  495. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  496. IM_ASSERT(info->Device != nullptr);
  497. IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
  498. bd->InitInfo = *info;
  499. ImGui_ImplSDLGPU3_CreateDeviceObjects();
  500. return true;
  501. }
  502. void ImGui_ImplSDLGPU3_Shutdown()
  503. {
  504. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  505. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  506. ImGuiIO& io = ImGui::GetIO();
  507. ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  508. io.BackendRendererName = nullptr;
  509. io.BackendRendererUserData = nullptr;
  510. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  511. IM_DELETE(bd);
  512. }
  513. void ImGui_ImplSDLGPU3_NewFrame()
  514. {
  515. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  516. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
  517. if (!bd->FontTexture)
  518. ImGui_ImplSDLGPU3_CreateFontsTexture();
  519. }
  520. #endif // #ifndef IMGUI_DISABLE