imgui_impl_sdlgpu3.cpp 36 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) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  6. // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
  7. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  22. // 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
  23. // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
  24. // 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  25. // 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
  26. // 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
  27. // 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
  28. // 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
  29. #include "imgui.h"
  30. #ifndef IMGUI_DISABLE
  31. #include "imgui_impl_sdlgpu3.h"
  32. #include "imgui_impl_sdlgpu3_shaders.h"
  33. // SDL_GPU Data
  34. struct ImGui_ImplSDLGPU3_Texture
  35. {
  36. SDL_GPUTexture* Texture = nullptr;
  37. SDL_GPUTextureSamplerBinding TextureSamplerBinding = { nullptr, nullptr };
  38. };
  39. // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
  40. struct ImGui_ImplSDLGPU3_FrameData
  41. {
  42. SDL_GPUBuffer* VertexBuffer = nullptr;
  43. SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
  44. uint32_t VertexBufferSize = 0;
  45. SDL_GPUBuffer* IndexBuffer = nullptr;
  46. SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
  47. uint32_t IndexBufferSize = 0;
  48. };
  49. struct ImGui_ImplSDLGPU3_Data
  50. {
  51. ImGui_ImplSDLGPU3_InitInfo InitInfo;
  52. // Graphics pipeline & shaders
  53. SDL_GPUShader* VertexShader = nullptr;
  54. SDL_GPUShader* FragmentShader = nullptr;
  55. SDL_GPUGraphicsPipeline* Pipeline = nullptr;
  56. SDL_GPUSampler* TexSampler = nullptr;
  57. SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
  58. uint32_t TexTransferBufferSize = 0;
  59. // Frame data for main window
  60. ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
  61. };
  62. // Forward Declarations
  63. static void ImGui_ImplSDLGPU3_DestroyFrameData();
  64. //-----------------------------------------------------------------------------
  65. // FUNCTIONS
  66. //-----------------------------------------------------------------------------
  67. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  68. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  69. // FIXME: multi-context support has never been tested.
  70. static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
  71. {
  72. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  73. }
  74. 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)
  75. {
  76. //ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  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 (int n = 0; n < draw_data->CmdListsCount; n++)
  158. {
  159. const ImDrawList* draw_list = draw_data->CmdLists[n];
  160. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  161. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  162. vtx_dst += draw_list->VtxBuffer.Size;
  163. idx_dst += draw_list->IdxBuffer.Size;
  164. }
  165. SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
  166. SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
  167. SDL_GPUTransferBufferLocation vertex_buffer_location = {};
  168. vertex_buffer_location.offset = 0;
  169. vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
  170. SDL_GPUTransferBufferLocation index_buffer_location = {};
  171. index_buffer_location.offset = 0;
  172. index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
  173. SDL_GPUBufferRegion vertex_buffer_region = {};
  174. vertex_buffer_region.buffer = fd->VertexBuffer;
  175. vertex_buffer_region.offset = 0;
  176. vertex_buffer_region.size = vertex_size;
  177. SDL_GPUBufferRegion index_buffer_region = {};
  178. index_buffer_region.buffer = fd->IndexBuffer;
  179. index_buffer_region.offset = 0;
  180. index_buffer_region.size = index_size;
  181. SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
  182. SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
  183. SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
  184. SDL_EndGPUCopyPass(copy_pass);
  185. }
  186. void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
  187. {
  188. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  189. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  190. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  191. if (fb_width <= 0 || fb_height <= 0)
  192. return;
  193. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  194. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  195. if (pipeline == nullptr)
  196. pipeline = bd->Pipeline;
  197. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  198. // Will project scissor/clipping rectangles into framebuffer space
  199. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  200. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  201. // Render command lists
  202. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  203. int global_vtx_offset = 0;
  204. int global_idx_offset = 0;
  205. for (int n = 0; n < draw_data->CmdListsCount; n++)
  206. {
  207. const ImDrawList* draw_list = draw_data->CmdLists[n];
  208. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  209. {
  210. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  211. if (pcmd->UserCallback != nullptr)
  212. {
  213. // User callback, registered via ImDrawList::AddCallback()
  214. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  215. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  216. ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
  217. else
  218. pcmd->UserCallback(draw_list, pcmd);
  219. }
  220. else
  221. {
  222. // Project scissor/clipping rectangles into framebuffer space
  223. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  224. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  225. // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
  226. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  227. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  228. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  229. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  230. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  231. continue;
  232. // Apply scissor/clipping rectangle
  233. SDL_Rect scissor_rect = {};
  234. scissor_rect.x = (int)clip_min.x;
  235. scissor_rect.y = (int)clip_min.y;
  236. scissor_rect.w = (int)(clip_max.x - clip_min.x);
  237. scissor_rect.h = (int)(clip_max.y - clip_min.y);
  238. SDL_SetGPUScissor(render_pass,&scissor_rect);
  239. // Bind DescriptorSet with font or user texture
  240. SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
  241. // Draw
  242. SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  243. }
  244. }
  245. global_idx_offset += draw_list->IdxBuffer.Size;
  246. global_vtx_offset += draw_list->VtxBuffer.Size;
  247. }
  248. // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
  249. // 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
  250. // In theory we should aim to backup/restore those values but I am not sure this is possible.
  251. // 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)
  252. SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
  253. SDL_SetGPUScissor(render_pass, &scissor_rect);
  254. }
  255. static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
  256. {
  257. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  258. ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
  259. if (backend_tex == nullptr)
  260. return;
  261. SDL_GPUTextureSamplerBinding* binding = (SDL_GPUTextureSamplerBinding*)(intptr_t)tex->BackendUserData;
  262. IM_ASSERT(backend_tex->Texture == binding->texture);
  263. SDL_ReleaseGPUTexture(bd->InitInfo.Device, backend_tex->Texture);
  264. IM_DELETE(backend_tex);
  265. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  266. tex->SetTexID(ImTextureID_Invalid);
  267. tex->SetStatus(ImTextureStatus_Destroyed);
  268. tex->BackendUserData = nullptr;
  269. }
  270. void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
  271. {
  272. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  273. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  274. if (tex->Status == ImTextureStatus_WantCreate)
  275. {
  276. // Create and upload new texture to graphics system
  277. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  278. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  279. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  280. ImGui_ImplSDLGPU3_Texture* backend_tex = IM_NEW(ImGui_ImplSDLGPU3_Texture)();
  281. // Create texture
  282. SDL_GPUTextureCreateInfo texture_info = {};
  283. texture_info.type = SDL_GPU_TEXTURETYPE_2D;
  284. texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
  285. texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
  286. texture_info.width = tex->Width;
  287. texture_info.height = tex->Height;
  288. texture_info.layer_count_or_depth = 1;
  289. texture_info.num_levels = 1;
  290. texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
  291. backend_tex->Texture = SDL_CreateGPUTexture(v->Device, &texture_info);
  292. backend_tex->TextureSamplerBinding.texture = backend_tex->Texture;
  293. backend_tex->TextureSamplerBinding.sampler = bd->TexSampler;
  294. IM_ASSERT(backend_tex->Texture && "Failed to create font texture, call SDL_GetError() for more info");
  295. // Store identifiers
  296. tex->SetTexID((ImTextureID)(intptr_t)&backend_tex->TextureSamplerBinding);
  297. tex->BackendUserData = backend_tex;
  298. }
  299. if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
  300. {
  301. ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
  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 font 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 = backend_tex->Texture;
  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. vertex_shader_info.entrypoint = "main0";
  395. vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  396. vertex_shader_info.code = metallib_vertex;
  397. vertex_shader_info.code_size = sizeof(metallib_vertex);
  398. fragment_shader_info.entrypoint = "main0";
  399. fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
  400. fragment_shader_info.code = metallib_fragment;
  401. fragment_shader_info.code_size = sizeof(metallib_fragment);
  402. }
  403. #endif
  404. bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
  405. bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
  406. IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
  407. IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
  408. }
  409. static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
  410. {
  411. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  412. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  413. ImGui_ImplSDLGPU3_CreateShaders();
  414. SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
  415. vertex_buffer_desc[0].slot = 0;
  416. vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
  417. vertex_buffer_desc[0].instance_step_rate = 0;
  418. vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
  419. SDL_GPUVertexAttribute vertex_attributes[3];
  420. vertex_attributes[0].buffer_slot = 0;
  421. vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  422. vertex_attributes[0].location = 0;
  423. vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
  424. vertex_attributes[1].buffer_slot = 0;
  425. vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
  426. vertex_attributes[1].location = 1;
  427. vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
  428. vertex_attributes[2].buffer_slot = 0;
  429. vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
  430. vertex_attributes[2].location = 2;
  431. vertex_attributes[2].offset = offsetof(ImDrawVert, col);
  432. SDL_GPUVertexInputState vertex_input_state = {};
  433. vertex_input_state.num_vertex_attributes = 3;
  434. vertex_input_state.vertex_attributes = vertex_attributes;
  435. vertex_input_state.num_vertex_buffers = 1;
  436. vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
  437. SDL_GPURasterizerState rasterizer_state = {};
  438. rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
  439. rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
  440. rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
  441. rasterizer_state.enable_depth_bias = false;
  442. rasterizer_state.enable_depth_clip = false;
  443. SDL_GPUMultisampleState multisample_state = {};
  444. multisample_state.sample_count = v->MSAASamples;
  445. multisample_state.enable_mask = false;
  446. SDL_GPUDepthStencilState depth_stencil_state = {};
  447. depth_stencil_state.enable_depth_test = false;
  448. depth_stencil_state.enable_depth_write = false;
  449. depth_stencil_state.enable_stencil_test = false;
  450. SDL_GPUColorTargetBlendState blend_state = {};
  451. blend_state.enable_blend = true;
  452. blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
  453. blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  454. blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
  455. blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
  456. blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
  457. blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
  458. blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
  459. SDL_GPUColorTargetDescription color_target_desc[1];
  460. color_target_desc[0].format = v->ColorTargetFormat;
  461. color_target_desc[0].blend_state = blend_state;
  462. SDL_GPUGraphicsPipelineTargetInfo target_info = {};
  463. target_info.num_color_targets = 1;
  464. target_info.color_target_descriptions = color_target_desc;
  465. target_info.has_depth_stencil_target = false;
  466. SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
  467. pipeline_info.vertex_shader = bd->VertexShader;
  468. pipeline_info.fragment_shader = bd->FragmentShader;
  469. pipeline_info.vertex_input_state = vertex_input_state;
  470. pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
  471. pipeline_info.rasterizer_state = rasterizer_state;
  472. pipeline_info.multisample_state = multisample_state;
  473. pipeline_info.depth_stencil_state = depth_stencil_state;
  474. pipeline_info.target_info = target_info;
  475. bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
  476. IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
  477. }
  478. void ImGui_ImplSDLGPU3_CreateDeviceObjects()
  479. {
  480. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  481. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  482. ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  483. if (bd->TexSampler == nullptr)
  484. {
  485. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
  486. SDL_GPUSamplerCreateInfo sampler_info = {};
  487. sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
  488. sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
  489. sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
  490. sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  491. sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  492. sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
  493. sampler_info.mip_lod_bias = 0.0f;
  494. sampler_info.min_lod = -1000.0f;
  495. sampler_info.max_lod = 1000.0f;
  496. sampler_info.enable_anisotropy = false;
  497. sampler_info.max_anisotropy = 1.0f;
  498. sampler_info.enable_compare = false;
  499. bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
  500. IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
  501. }
  502. ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
  503. }
  504. void ImGui_ImplSDLGPU3_DestroyFrameData()
  505. {
  506. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  507. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  508. ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
  509. SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
  510. SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
  511. SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
  512. SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
  513. fd->VertexBuffer = fd->IndexBuffer = nullptr;
  514. fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
  515. fd->VertexBufferSize = fd->IndexBufferSize = 0;
  516. }
  517. void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
  518. {
  519. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  520. ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
  521. ImGui_ImplSDLGPU3_DestroyFrameData();
  522. // Destroy all textures
  523. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  524. if (tex->RefCount == 1)
  525. ImGui_ImplSDLGPU3_DestroyTexture(tex);
  526. if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
  527. if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
  528. if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
  529. if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; }
  530. if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
  531. }
  532. static void ImGui_ImplSDLGPU3_InitMultiViewportSupport();
  533. static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
  534. bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
  535. {
  536. ImGuiIO& io = ImGui::GetIO();
  537. IMGUI_CHECKVERSION();
  538. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  539. // Setup backend capabilities flags
  540. ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
  541. io.BackendRendererUserData = (void*)bd;
  542. io.BackendRendererName = "imgui_impl_sdlgpu3";
  543. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  544. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  545. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  546. IM_ASSERT(info->Device != nullptr);
  547. IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
  548. bd->InitInfo = *info;
  549. ImGui_ImplSDLGPU3_InitMultiViewportSupport();
  550. return true;
  551. }
  552. void ImGui_ImplSDLGPU3_Shutdown()
  553. {
  554. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  555. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  556. ImGuiIO& io = ImGui::GetIO();
  557. ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
  558. ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  559. io.BackendRendererName = nullptr;
  560. io.BackendRendererUserData = nullptr;
  561. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
  562. IM_DELETE(bd);
  563. }
  564. void ImGui_ImplSDLGPU3_NewFrame()
  565. {
  566. ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
  567. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
  568. if (!bd->TexSampler)
  569. ImGui_ImplSDLGPU3_CreateDeviceObjects();
  570. }
  571. //--------------------------------------------------------------------------------------------------------
  572. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  573. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  574. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  575. //--------------------------------------------------------------------------------------------------------
  576. static void ImGui_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport)
  577. {
  578. ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
  579. SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
  580. SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window);
  581. viewport->RendererUserData = (void*)1;
  582. }
  583. static void ImGui_ImplSDLGPU3_RenderWindow(ImGuiViewport* viewport, void*)
  584. {
  585. ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
  586. SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
  587. ImDrawData* draw_data = viewport->DrawData;
  588. SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(data->InitInfo.Device);
  589. SDL_GPUTexture* swapchain_texture;
  590. SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
  591. if (swapchain_texture != nullptr)
  592. {
  593. ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); // FIXME-OPT: Not optimal, may this be done earlier?
  594. SDL_GPUColorTargetInfo target_info = {};
  595. target_info.texture = swapchain_texture;
  596. target_info.clear_color = SDL_FColor{ 0.0f,0.0f,0.0f,1.0f };
  597. target_info.load_op = SDL_GPU_LOADOP_CLEAR;
  598. target_info.store_op = SDL_GPU_STOREOP_STORE;
  599. target_info.mip_level = 0;
  600. target_info.layer_or_depth_plane = 0;
  601. target_info.cycle = false;
  602. SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
  603. ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
  604. SDL_EndGPURenderPass(render_pass);
  605. }
  606. SDL_SubmitGPUCommandBuffer(command_buffer);
  607. }
  608. static void ImGui_ImplSDLGPU3_DestroyWindow(ImGuiViewport* viewport)
  609. {
  610. ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
  611. if (viewport->RendererUserData)
  612. {
  613. SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
  614. SDL_ReleaseWindowFromGPUDevice(data->InitInfo.Device, window);
  615. }
  616. viewport->RendererUserData = nullptr;
  617. }
  618. static void ImGui_ImplSDLGPU3_InitMultiViewportSupport()
  619. {
  620. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  621. platform_io.Renderer_RenderWindow = ImGui_ImplSDLGPU3_RenderWindow;
  622. platform_io.Renderer_CreateWindow = ImGui_ImplSDLGPU3_CreateWindow;
  623. platform_io.Renderer_DestroyWindow = ImGui_ImplSDLGPU3_DestroyWindow;
  624. }
  625. static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport()
  626. {
  627. ImGui::DestroyPlatformWindows();
  628. }
  629. //-----------------------------------------------------------------------------
  630. #endif // #ifndef IMGUI_DISABLE