123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615 |
- // dear imgui: Renderer Backend for SDL_GPU
- // This needs to be used along with the SDL3 Platform Backend
- // Implemented features:
- // [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
- // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
- // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
- // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
- // - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
- // Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
- // CHANGELOG
- // 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
- // 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
- #include "imgui.h"
- #ifndef IMGUI_DISABLE
- #include "imgui_impl_sdlgpu3.h"
- #include "imgui_impl_sdlgpu3_shaders.h"
- // SDL_GPU Data
- // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
- struct ImGui_ImplSDLGPU3_FrameData
- {
- SDL_GPUBuffer* VertexBuffer = nullptr;
- SDL_GPUBuffer* IndexBuffer = nullptr;
- uint32_t VertexBufferSize = 0;
- uint32_t IndexBufferSize = 0;
- };
- struct ImGui_ImplSDLGPU3_Data
- {
- ImGui_ImplSDLGPU3_InitInfo InitInfo;
- // Graphics pipeline & shaders
- SDL_GPUShader* VertexShader = nullptr;
- SDL_GPUShader* FragmentShader = nullptr;
- SDL_GPUGraphicsPipeline* Pipeline = nullptr;
- // Font data
- SDL_GPUSampler* FontSampler = nullptr;
- SDL_GPUTexture* FontTexture = nullptr;
- SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
- // Frame data for main window
- ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
- };
- // Forward Declarations
- static void ImGui_ImplSDLGPU3_DestroyFrameData();
- //-----------------------------------------------------------------------------
- // FUNCTIONS
- //-----------------------------------------------------------------------------
- // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
- // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
- // FIXME: multi-context support has never been tested.
- static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
- {
- return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
- }
- 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)
- {
- //ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- // Bind graphics pipeline
- SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
- // Bind Vertex And Index Buffers
- if (draw_data->TotalVtxCount > 0)
- {
- SDL_GPUBufferBinding vertex_buffer_binding = {};
- vertex_buffer_binding.buffer = fd->VertexBuffer;
- vertex_buffer_binding.offset = 0;
- SDL_GPUBufferBinding index_buffer_binding = {};
- index_buffer_binding.buffer = fd->IndexBuffer;
- index_buffer_binding.offset = 0;
- SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
- SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
- }
- // Setup viewport
- SDL_GPUViewport viewport = {};
- viewport.x = 0;
- viewport.y = 0;
- viewport.w = (float)fb_width;
- viewport.h = (float)fb_height;
- viewport.min_depth = 0.0f;
- viewport.max_depth = 1.0f;
- SDL_SetGPUViewport(render_pass, &viewport);
- // Setup scale and translation
- // 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.
- struct UBO { float scale[2]; float translation[2]; } ubo;
- ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
- ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
- ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
- ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
- SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
- }
- static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
- {
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
- // Even though this is fairly rarely called.
- SDL_WaitForGPUIdle(v->Device);
- SDL_ReleaseGPUBuffer(v->Device, *buffer);
- SDL_GPUBufferCreateInfo buffer_info = {};
- buffer_info.usage = usage;
- buffer_info.size = new_size;
- buffer_info.props = 0;
- *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
- *old_size = new_size;
- IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
- }
- // SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
- // The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
- // is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
- void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
- {
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
- if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
- return;
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
- ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
- uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
- uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
- if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
- CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
- if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
- CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
- // FIXME: It feels like more code could be shared there.
- SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {};
- vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
- vertex_transferbuffer_info.size = vertex_size;
- SDL_GPUTransferBufferCreateInfo index_transferbuffer_info = {};
- index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
- index_transferbuffer_info.size = index_size;
- SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &vertex_transferbuffer_info);
- IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information");
- SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &index_transferbuffer_info);
- IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information");
- ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, vertex_transferbuffer, true);
- ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, index_transferbuffer, true);
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* draw_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
- vtx_dst += draw_list->VtxBuffer.Size;
- idx_dst += draw_list->IdxBuffer.Size;
- }
- SDL_UnmapGPUTransferBuffer(v->Device, vertex_transferbuffer);
- SDL_UnmapGPUTransferBuffer(v->Device, index_transferbuffer);
- SDL_GPUTransferBufferLocation vertex_buffer_location = {};
- vertex_buffer_location.offset = 0;
- vertex_buffer_location.transfer_buffer = vertex_transferbuffer;
- SDL_GPUTransferBufferLocation index_buffer_location = {};
- index_buffer_location.offset = 0;
- index_buffer_location.transfer_buffer = index_transferbuffer;
- SDL_GPUBufferRegion vertex_buffer_region = {};
- vertex_buffer_region.buffer = fd->VertexBuffer;
- vertex_buffer_region.offset = 0;
- vertex_buffer_region.size = vertex_size;
- SDL_GPUBufferRegion index_buffer_region = {};
- index_buffer_region.buffer = fd->IndexBuffer;
- index_buffer_region.offset = 0;
- index_buffer_region.size = index_size;
- SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
- SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
- SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
- SDL_EndGPUCopyPass(copy_pass);
- SDL_ReleaseGPUTransferBuffer(v->Device, index_transferbuffer);
- SDL_ReleaseGPUTransferBuffer(v->Device, vertex_transferbuffer);
- }
- void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
- {
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
- if (fb_width <= 0 || fb_height <= 0)
- return;
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
- if (pipeline == nullptr)
- pipeline = bd->Pipeline;
- ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
- // Will project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
- ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
- // Render command lists
- // (Because we merged all buffers into a single one, we maintain our own offset into them)
- int global_vtx_offset = 0;
- int global_idx_offset = 0;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* draw_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback != nullptr)
- {
- pcmd->UserCallback(draw_list, pcmd);
- }
- else
- {
- // Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
- ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
- // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
- if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
- if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
- if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
- if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
- if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
- continue;
- // Apply scissor/clipping rectangle
- SDL_Rect scissor_rect = {};
- scissor_rect.x = (int)clip_min.x;
- scissor_rect.y = (int)clip_min.y;
- scissor_rect.w = (int)(clip_max.x - clip_min.x);
- scissor_rect.h = (int)(clip_max.y - clip_min.y);
- SDL_SetGPUScissor(render_pass,&scissor_rect);
- // Bind DescriptorSet with font or user texture
- SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
- // Draw
- SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
- }
- }
- global_idx_offset += draw_list->IdxBuffer.Size;
- global_vtx_offset += draw_list->VtxBuffer.Size;
- }
- // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
- // 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
- // In theory we should aim to backup/restore those values but I am not sure this is possible.
- // 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)
- SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
- SDL_SetGPUScissor(render_pass, &scissor_rect);
- }
- void ImGui_ImplSDLGPU3_CreateFontsTexture()
- {
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
- // Destroy existing texture (if any)
- if (bd->FontTexture)
- {
- SDL_WaitForGPUIdle(v->Device);
- ImGui_ImplSDLGPU3_DestroyFontsTexture();
- }
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- uint32_t upload_size = width * height * 4 * sizeof(char);
- // Create the Image:
- {
- SDL_GPUTextureCreateInfo texture_info = {};
- texture_info.type = SDL_GPU_TEXTURETYPE_2D;
- texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
- texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
- texture_info.width = width;
- texture_info.height = height;
- texture_info.layer_count_or_depth = 1;
- texture_info.num_levels = 1;
- texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
- bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info);
- IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
- }
- // Assign the texture to the TextureSamplerBinding
- bd->FontBinding.texture = bd->FontTexture;
- // Create all the upload structures and upload:
- {
- SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
- transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
- transferbuffer_info.size = upload_size;
- SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
- IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
- void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false);
- memcpy(texture_ptr, pixels, upload_size);
- SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer);
- SDL_GPUTextureTransferInfo transfer_info = {};
- transfer_info.offset = 0;
- transfer_info.transfer_buffer = transferbuffer;
- SDL_GPUTextureRegion texture_region = {};
- texture_region.texture = bd->FontTexture;
- texture_region.w = width;
- texture_region.h = height;
- texture_region.d = 1;
- SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
- SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
- SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
- SDL_EndGPUCopyPass(copy_pass);
- SDL_SubmitGPUCommandBuffer(cmd);
- SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer);
- }
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
- }
- // You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
- void ImGui_ImplSDLGPU3_DestroyFontsTexture()
- {
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
- if (bd->FontTexture)
- {
- SDL_ReleaseGPUTexture(v->Device, bd->FontTexture);
- bd->FontBinding.texture = nullptr;
- bd->FontTexture = nullptr;
- }
- io.Fonts->SetTexID(0);
- }
- static void Imgui_ImplSDLGPU3_CreateShaders()
- {
- // Create the shader modules
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
- const char* driver = SDL_GetGPUDeviceDriver(v->Device);
- SDL_GPUShaderCreateInfo vertex_shader_info = {};
- vertex_shader_info.entrypoint = "main";
- vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
- vertex_shader_info.num_uniform_buffers = 1;
- vertex_shader_info.num_storage_buffers = 0;
- vertex_shader_info.num_storage_textures = 0;
- vertex_shader_info.num_samplers = 0;
- SDL_GPUShaderCreateInfo fragment_shader_info = {};
- fragment_shader_info.entrypoint = "main";
- fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
- fragment_shader_info.num_samplers = 1;
- fragment_shader_info.num_storage_buffers = 0;
- fragment_shader_info.num_storage_textures = 0;
- fragment_shader_info.num_uniform_buffers = 0;
- if (strcmp(driver, "vulkan") == 0)
- {
- vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
- vertex_shader_info.code = spirv_vertex;
- vertex_shader_info.code_size = sizeof(spirv_vertex);
- fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
- fragment_shader_info.code = spirv_fragment;
- fragment_shader_info.code_size = sizeof(spirv_fragment);
- }
- else if (strcmp(driver, "direct3d12") == 0)
- {
- vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
- vertex_shader_info.code = dxbc_vertex;
- vertex_shader_info.code_size = sizeof(dxbc_vertex);
- fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
- fragment_shader_info.code = dxbc_fragment;
- fragment_shader_info.code_size = sizeof(dxbc_fragment);
- }
- #ifdef __APPLE__
- else
- {
- vertex_shader_info.entrypoint = "main0";
- vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
- vertex_shader_info.code = metallib_vertex;
- vertex_shader_info.code_size = sizeof(metallib_vertex);
- fragment_shader_info.entrypoint = "main0";
- fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
- fragment_shader_info.code = metallib_fragment;
- fragment_shader_info.code_size = sizeof(metallib_fragment);
- }
- #endif
- bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
- bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
- IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
- IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
- }
- static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
- {
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
- Imgui_ImplSDLGPU3_CreateShaders();
- SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
- vertex_buffer_desc[0].slot = 0;
- vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
- vertex_buffer_desc[0].instance_step_rate = 0;
- vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
- SDL_GPUVertexAttribute vertex_attributes[3];
- vertex_attributes[0].buffer_slot = 0;
- vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
- vertex_attributes[0].location = 0;
- vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
- vertex_attributes[1].buffer_slot = 0;
- vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
- vertex_attributes[1].location = 1;
- vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
- vertex_attributes[2].buffer_slot = 0;
- vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
- vertex_attributes[2].location = 2;
- vertex_attributes[2].offset = offsetof(ImDrawVert, col);
- SDL_GPUVertexInputState vertex_input_state = {};
- vertex_input_state.num_vertex_attributes = 3;
- vertex_input_state.vertex_attributes = vertex_attributes;
- vertex_input_state.num_vertex_buffers = 1;
- vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
- SDL_GPURasterizerState rasterizer_state = {};
- rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
- rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
- rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
- rasterizer_state.enable_depth_bias = false;
- rasterizer_state.enable_depth_clip = false;
- SDL_GPUMultisampleState multisample_state = {};
- multisample_state.sample_count = v->MSAASamples;
- multisample_state.enable_mask = false;
- SDL_GPUDepthStencilState depth_stencil_state = {};
- depth_stencil_state.enable_depth_test = false;
- depth_stencil_state.enable_depth_write = false;
- depth_stencil_state.enable_stencil_test = false;
- SDL_GPUColorTargetBlendState blend_state = {};
- blend_state.enable_blend = true;
- blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
- blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
- blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
- blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
- blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
- blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
- blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
- SDL_GPUColorTargetDescription color_target_desc[1];
- color_target_desc[0].format = v->ColorTargetFormat;
- color_target_desc[0].blend_state = blend_state;
- SDL_GPUGraphicsPipelineTargetInfo target_info = {};
- target_info.num_color_targets = 1;
- target_info.color_target_descriptions = color_target_desc;
- target_info.has_depth_stencil_target = false;
- SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
- pipeline_info.vertex_shader = bd->VertexShader;
- pipeline_info.fragment_shader = bd->FragmentShader;
- pipeline_info.vertex_input_state = vertex_input_state;
- pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
- pipeline_info.rasterizer_state = rasterizer_state;
- pipeline_info.multisample_state = multisample_state;
- pipeline_info.depth_stencil_state = depth_stencil_state;
- pipeline_info.target_info = target_info;
- bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
- IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
- }
- void ImGui_ImplSDLGPU3_CreateDeviceObjects()
- {
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
- if (!bd->FontSampler)
- {
- // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
- SDL_GPUSamplerCreateInfo sampler_info = {};
- sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
- sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
- sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
- sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
- sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
- sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
- sampler_info.mip_lod_bias = 0.0f;
- sampler_info.min_lod = -1000.0f;
- sampler_info.max_lod = 1000.0f;
- sampler_info.enable_anisotropy = false;
- sampler_info.max_anisotropy = 1.0f;
- sampler_info.enable_compare = false;
- bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
- bd->FontBinding.sampler = bd->FontSampler;
- IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
- }
- ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
- ImGui_ImplSDLGPU3_CreateFontsTexture();
- }
- void ImGui_ImplSDLGPU3_DestroyFrameData()
- {
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
- SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.VertexBuffer);
- SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.IndexBuffer);
- bd->MainWindowFrameData.VertexBuffer = nullptr;
- bd->MainWindowFrameData.IndexBuffer = nullptr;
- bd->MainWindowFrameData.VertexBufferSize = 0;
- bd->MainWindowFrameData.IndexBufferSize = 0;
- }
- void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
- {
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
- ImGui_ImplSDLGPU3_DestroyFrameData();
- ImGui_ImplSDLGPU3_DestroyFontsTexture();
- if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;}
- if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;}
- if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;}
- if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;}
- }
- bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
- {
- ImGuiIO& io = ImGui::GetIO();
- IMGUI_CHECKVERSION();
- IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
- // Setup backend capabilities flags
- ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
- io.BackendRendererUserData = (void*)bd;
- io.BackendRendererName = "imgui_impl_sdlgpu3";
- io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
- IM_ASSERT(info->Device != nullptr);
- IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
- bd->InitInfo = *info;
- ImGui_ImplSDLGPU3_CreateDeviceObjects();
- return true;
- }
- void ImGui_ImplSDLGPU3_Shutdown()
- {
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLGPU3_DestroyDeviceObjects();
- io.BackendRendererName = nullptr;
- io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
- IM_DELETE(bd);
- }
- void ImGui_ImplSDLGPU3_NewFrame()
- {
- ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
- if (!bd->FontTexture)
- ImGui_ImplSDLGPU3_CreateFontsTexture();
- }
- #endif // #ifndef IMGUI_DISABLE
|