| // 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). |
| |
| // 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 |
| // 2025-08-08: *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; |
| |
| // Graphics pipeline & shaders |
| SDL_GPUShader* VertexShader = nullptr; |
| SDL_GPUShader* FragmentShader = nullptr; |
| SDL_GPUGraphicsPipeline* Pipeline = nullptr; |
| SDL_GPUSampler* TexSampler = 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; |
| } |
| |
| static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplSDLGPU3_RenderState* render_state, 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(); |
| render_state->SamplerCurrent = render_state->SamplerCurrent = bd->TexSampler; |
| |
| // 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; |
| |
| // FIXME-OPT: Not optimal, but this is fairly rarely called. |
| SDL_WaitForGPUIdle(v->Device); |
| 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); |
| int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); |
| 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 = draw_data->TotalVtxCount * sizeof(ImDrawVert); |
| uint32_t index_size = 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); |
| } |
| |
| 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; |
| |
| // 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; |
| render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSampler; |
| platform_io.Renderer_RenderState = &render_state; |
| |
| ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, 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() |
| // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
| if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
| ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, 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 > 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_GPUTextureSamplerBinding texture_sampler_binding; |
| texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID(); |
| texture_sampler_binding.sampler = render_state.SamplerCurrent; |
| 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); |
| } |
| |
| static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex) |
| { |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); |
| SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID(); |
| if (raw_tex != nullptr) |
| 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 font 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 font 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 |
| { |
| 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; |
| |
| ImGui_ImplSDLGPU3_DestroyDeviceObjects(); |
| |
| if (bd->TexSampler == nullptr) |
| { |
| // 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->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info); |
| IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font 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->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = 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. |
| |
| 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(); |
| |
| ImGui_ImplSDLGPU3_DestroyDeviceObjects(); |
| io.BackendRendererName = nullptr; |
| io.BackendRendererUserData = nullptr; |
| io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); |
| 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->TexSampler) |
| ImGui_ImplSDLGPU3_CreateDeviceObjects(); |
| } |
| |
| #endif // #ifndef IMGUI_DISABLE |