| // 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 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct. | |
| // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). | |
| // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). | |
| // [X] Renderer: Expose selected render state for draw callbacks to use. Access with ImGui_ImplSDLGPU3_GetRenderState(). | |
| // 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 | |
| // 2026-09-07: Round framebuffer dimensions to the nearest integer instead of truncating them. (#9538, 9515, #8628) | |
| // 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplSDLGPU3_RenderState. (#9378) | |
| // 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310) | |
| // 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262) | |
| // 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL. | |
| // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. | |
| // 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created. | |
| // 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988) | |
| // 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler. | |
| // 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend. | |
| // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture(). | |
| // 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. | |
| // 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now. | |
| // 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData(). | |
| // 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_GPUTransferBuffer* VertexTransferBuffer = nullptr; | |
| uint32_t VertexBufferSize = 0; | |
| SDL_GPUBuffer* IndexBuffer = nullptr; | |
| SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr; | |
| uint32_t IndexBufferSize = 0; | |
| }; | |
| struct ImGui_ImplSDLGPU3_Data | |
| { | |
| ImGui_ImplSDLGPU3_InitInfo InitInfo; | |
| // Render state | |
| ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering. | |
| SDL_GPUSampler* CurrentSampler = nullptr; | |
| // Graphics pipeline & shaders | |
| SDL_GPUShader* VertexShader = nullptr; | |
| SDL_GPUShader* FragmentShader = nullptr; | |
| SDL_GPUGraphicsPipeline* Pipeline = nullptr; | |
| SDL_GPUSampler* TexSamplerLinear = nullptr; | |
| SDL_GPUSampler* TexSamplerNearest = nullptr; | |
| SDL_GPUTransferBuffer* TexTransferBuffer = nullptr; | |
| uint32_t TexTransferBufferSize = 0; | |
| // 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; | |
| } | |
| ImGui_ImplSDLGPU3_RenderState* ImGui_ImplSDLGPU3_GetRenderState() | |
| { | |
| return (ImGui_ImplSDLGPU3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; | |
| } | |
| 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(); | |
| bd->CurrentSampler = bd->TexSamplerLinear; | |
| // 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 CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage) | |
| { | |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; | |
| // There is no need for calling SDL_WaitForGPUIdle here, as SDL3 will handle deferred buffer deletion automatically. | |
| SDL_ReleaseGPUBuffer(v->Device, *buffer); | |
| SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer); | |
| 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_GPUTransferBufferCreateInfo transferbuffer_info = {}; | |
| transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; | |
| transferbuffer_info.size = new_size; | |
| *transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); | |
| IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer 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 + 0.5f); | |
| int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y + 0.5f); | |
| if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0) | |
| return; | |
| // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. | |
| // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). | |
| if (draw_data->Textures != nullptr) | |
| for (ImTextureData* tex : *draw_data->Textures) | |
| if (tex->Status != ImTextureStatus_OK) | |
| ImGui_ImplSDLGPU3_UpdateTexture(tex); | |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; | |
| ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; | |
| uint32_t vertex_size = (uint32_t)draw_data->TotalVtxCount * sizeof(ImDrawVert); | |
| uint32_t index_size = (uint32_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx); | |
| if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size) | |
| CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX); | |
| if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size) | |
| CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX); | |
| ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true); | |
| ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true); | |
| for (const ImDrawList* draw_list : draw_data->CmdLists) | |
| { | |
| 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, fd->VertexTransferBuffer); | |
| SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer); | |
| SDL_GPUTransferBufferLocation vertex_buffer_location = {}; | |
| vertex_buffer_location.offset = 0; | |
| vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer; | |
| SDL_GPUTransferBufferLocation index_buffer_location = {}; | |
| index_buffer_location.offset = 0; | |
| index_buffer_location.transfer_buffer = fd->IndexTransferBuffer; | |
| 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); | |
| } | |
| // Draw callbacks | |
| static void ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. | |
| static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerLinear; } | |
| static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerNearest; } | |
| 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 + 0.5f); | |
| int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y + 0.5f); | |
| 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; | |
| // 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) | |
| // Setup render state structure (for callbacks and custom texture bindings) | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| ImGui_ImplSDLGPU3_RenderState render_state; | |
| render_state.Device = bd->InitInfo.Device; | |
| platform_io.Renderer_RenderState = bd->RenderState = &render_state; | |
| ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); | |
| // 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 (const ImDrawList* draw_list : draw_data->CmdLists) | |
| { | |
| 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) | |
| { | |
| // User callback, registered via ImDrawList::AddCallback() | |
| if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState) | |
| ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); | |
| else | |
| 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 > (float)fb_width) { clip_max.x = (float)fb_width; } | |
| if (clip_max.y > (float)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_GPUTextureSamplerBinding texture_sampler_binding; | |
| texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID(); | |
| texture_sampler_binding.sampler = bd->CurrentSampler; | |
| SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1); | |
| // Draw | |
| // **IF YOU GET A CRASH HERE** In 1.92.2 on 2025/08/08 we have changed ImTextureID to store 'SDL_GPUTexture*' instead of storing 'SDL_GPUTextureSamplerBinding'. | |
| // Any code loading custom texture using this backend needs to be updated. | |
| 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); | |
| platform_io.Renderer_RenderState = bd->RenderState = nullptr; | |
| } | |
| static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex) | |
| { | |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| if (tex->GetTexID() != ImTextureID_Invalid) | |
| if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID()) | |
| SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex); | |
| // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) | |
| tex->SetTexID(ImTextureID_Invalid); | |
| tex->SetStatus(ImTextureStatus_Destroyed); | |
| } | |
| void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex) | |
| { | |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; | |
| if (tex->Status == ImTextureStatus_WantCreate) | |
| { | |
| // Create and upload new texture to graphics system | |
| //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); | |
| IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); | |
| IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); | |
| // Create texture | |
| 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 = tex->Width; | |
| texture_info.height = tex->Height; | |
| texture_info.layer_count_or_depth = 1; | |
| texture_info.num_levels = 1; | |
| texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1; | |
| SDL_GPUTexture* raw_tex = SDL_CreateGPUTexture(v->Device, &texture_info); | |
| IM_ASSERT(raw_tex != nullptr && "Failed to create texture, call SDL_GetError() for more info"); | |
| // Store identifiers | |
| tex->SetTexID((ImTextureID)(intptr_t)raw_tex); | |
| } | |
| if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) | |
| { | |
| SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID(); | |
| IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); | |
| // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! | |
| // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. | |
| // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. | |
| const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; | |
| const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; | |
| const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; | |
| const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; | |
| uint32_t upload_pitch = upload_w * tex->BytesPerPixel; | |
| uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel; | |
| // Create transfer buffer | |
| if (bd->TexTransferBufferSize < upload_size) | |
| { | |
| SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); | |
| SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; | |
| transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; | |
| transferbuffer_info.size = upload_size + 1024; | |
| bd->TexTransferBufferSize = upload_size + 1024; | |
| bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); | |
| IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create transfer buffer, call SDL_GetError() for more information"); | |
| } | |
| // Copy to transfer buffer | |
| { | |
| void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true); | |
| for (int y = 0; y < upload_h; y++) | |
| memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch); | |
| SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer); | |
| } | |
| SDL_GPUTextureTransferInfo transfer_info = {}; | |
| transfer_info.offset = 0; | |
| transfer_info.transfer_buffer = bd->TexTransferBuffer; | |
| SDL_GPUTextureRegion texture_region = {}; | |
| texture_region.texture = raw_tex; | |
| texture_region.x = (Uint32)upload_x; | |
| texture_region.y = (Uint32)upload_y; | |
| texture_region.w = (Uint32)upload_w; | |
| texture_region.h = (Uint32)upload_h; | |
| texture_region.d = 1; | |
| // Upload | |
| { | |
| 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); | |
| } | |
| tex->SetStatus(ImTextureStatus_OK); | |
| } | |
| if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) | |
| ImGui_ImplSDLGPU3_DestroyTexture(tex); | |
| } | |
| 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 | |
| { | |
| SDL_GPUShaderFormat supported_formats = SDL_GetGPUShaderFormats(v->Device); | |
| if (supported_formats & SDL_GPU_SHADERFORMAT_METALLIB) | |
| { | |
| // Using metallib blobs (macOS 14+, iOS) | |
| 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); | |
| } | |
| else if (supported_formats & SDL_GPU_SHADERFORMAT_MSL) | |
| { | |
| // macOS: using MSL source | |
| vertex_shader_info.entrypoint = "main0"; | |
| vertex_shader_info.format = SDL_GPU_SHADERFORMAT_MSL; | |
| vertex_shader_info.code = msl_vertex; | |
| vertex_shader_info.code_size = sizeof(msl_vertex); | |
| fragment_shader_info.entrypoint = "main0"; | |
| fragment_shader_info.format = SDL_GPU_SHADERFORMAT_MSL; | |
| fragment_shader_info.code = msl_fragment; | |
| fragment_shader_info.code_size = sizeof(msl_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; | |
| ImGui_ImplSDLGPU3_DestroyDeviceObjects(); | |
| if (bd->TexSamplerLinear == nullptr) | |
| { | |
| // Bilinear sampling is required. | |
| 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->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info); | |
| IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information"); | |
| sampler_info.min_filter = SDL_GPU_FILTER_NEAREST; | |
| sampler_info.mag_filter = SDL_GPU_FILTER_NEAREST; | |
| sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST; | |
| bd->TexSamplerNearest = SDL_CreateGPUSampler(v->Device, &sampler_info); | |
| IM_ASSERT(bd->TexSamplerNearest != nullptr && "Failed to create sampler, call SDL_GetError() for more information"); | |
| } | |
| ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); | |
| } | |
| void ImGui_ImplSDLGPU3_DestroyFrameData() | |
| { | |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; | |
| ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; | |
| SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer); | |
| SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer); | |
| SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer); | |
| SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer); | |
| fd->VertexBuffer = fd->IndexBuffer = nullptr; | |
| fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr; | |
| fd->VertexBufferSize = fd->IndexBufferSize = 0; | |
| } | |
| void ImGui_ImplSDLGPU3_DestroyDeviceObjects() | |
| { | |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; | |
| ImGui_ImplSDLGPU3_DestroyFrameData(); | |
| // Destroy all textures | |
| for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) | |
| if (tex->RefCount == 1) | |
| ImGui_ImplSDLGPU3_DestroyTexture(tex); | |
| if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; } | |
| 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->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; } | |
| if (bd->TexSamplerNearest) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerNearest); bd->TexSamplerNearest = 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. | |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState; | |
| platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear; | |
| platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest; | |
| IM_ASSERT(info->Device != nullptr); | |
| IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID); | |
| bd->InitInfo = *info; | |
| 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(); | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| ImGui_ImplSDLGPU3_DestroyDeviceObjects(); | |
| io.BackendRendererName = nullptr; | |
| io.BackendRendererUserData = nullptr; | |
| io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); | |
| platform_io.ClearRendererHandlers(); | |
| 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->TexSamplerLinear) | |
| ImGui_ImplSDLGPU3_CreateDeviceObjects(); | |
| } | |
| #endif // #ifndef IMGUI_DISABLE |