imgui_impl_sdlgpu3.h 3.4 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_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_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. #pragma once
  21. #include "imgui.h" // IMGUI_IMPL_API
  22. #ifndef IMGUI_DISABLE
  23. #include <SDL3/SDL_gpu.h>
  24. // Initialization data, for ImGui_ImplSDLGPU_Init()
  25. // - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value
  26. struct ImGui_ImplSDLGPU3_InitInfo
  27. {
  28. SDL_GPUDevice* Device = nullptr;
  29. SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
  30. SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
  31. };
  32. // Follow "Getting Started" link and check examples/ folder to learn about using backends!
  33. IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
  34. IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
  35. IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
  36. IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
  37. IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
  38. // Use if you want to reset your rendering device without losing Dear ImGui state.
  39. IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
  40. IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
  41. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
  42. IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
  43. #endif // #ifndef IMGUI_DISABLE