| // dear imgui: Renderer Backend for SDL_GPU |
| // This needs to be used along with the SDL3 Platform Backend |
| |
| // Implemented features: |
| // [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID. |
| // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. |
| |
| // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. |
| // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ |
| |
| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| // Learn about Dear ImGui: |
| // - FAQ https://dearimgui.com/faq |
| // - Getting Started https://dearimgui.com/getting-started |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| // - Introduction, links and more at the top of imgui.cpp |
| |
| // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app. |
| // - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_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. |
| |
| #pragma once |
| #include "imgui.h" // IMGUI_IMPL_API |
| #ifndef IMGUI_DISABLE |
| #include <SDL3/SDL_gpu.h> |
| |
| // Initialization data, for ImGui_ImplSDLGPU_Init() |
| // - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value |
| struct ImGui_ImplSDLGPU3_InitInfo |
| { |
| SDL_GPUDevice* Device = nullptr; |
| SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID; |
| SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1; |
| }; |
| |
| // Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info); |
| IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown(); |
| IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame(); |
| IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer); |
| IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr); |
| |
| IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects(); |
| IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects(); |
| IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateFontsTexture(); |
| IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture(); |
| |
| #endif // #ifndef IMGUI_DISABLE |