// 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_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 // 2025-01-09: SDL_Gpu: Added the SDL_GPU3 backend. #include "imgui.h" #ifndef IMGUI_DISABLE #include "imgui_impl_sdlgpu3.h" #include "imgui_impl_sdlgpu3_shaders.h" // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData() struct ImGui_ImplSDLGPU3_FrameData { SDL_GPUBuffer* VertexBuffer = nullptr; SDL_GPUBuffer* IndexBuffer = nullptr; uint32_t VertexBufferSize = 0; uint32_t IndexBufferSize = 0; }; // SDL_GPU Data struct ImGui_ImplSDLGPU3_Data { ImGui_ImplSDLGPU3_InitInfo GPUInitInfo; // Graphics pipeline & shaders SDL_GPUShader* VertexShader = nullptr; SDL_GPUShader* FragmentShader = nullptr; SDL_GPUGraphicsPipeline* Pipeline = nullptr; // Font data SDL_GPUSampler* FontSampler = nullptr; SDL_GPUTexture* FontTexture = nullptr; SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr }; // Frame data for main window ImGui_ImplSDLGPU3_FrameData MainWindowFrameData; }; // Forward Declarations static bool ImGui_ImplSDLGPU3_CreateDeviceObjects(); static void ImGui_ImplSDLGPU3_DestroyDeviceObjects(); 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, 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(); // 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 CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; SDL_WaitForGPUIdle(v->GpuDevice); SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer); SDL_GPUBufferCreateInfo buffer_info = {}; buffer_info.usage = usage; buffer_info.size = new_size; buffer_info.props = 0; *buffer = SDL_CreateGPUBuffer(v->GpuDevice, &buffer_info); *old_size = new_size; IM_ASSERT(*buffer != nullptr && "Failed to create GPU 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; ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; 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) CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX); if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size) CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX); // FIXME: It feels like more code could be shared there. SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {}; vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; vertex_transferbuffer_info.size = vertex_size; SDL_GPUTransferBufferCreateInfo index_transferbuffer_info = {}; index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; index_transferbuffer_info.size = index_size; SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &vertex_transferbuffer_info); IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information"); SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &index_transferbuffer_info); IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information"); ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer, true); ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice, index_transferbuffer, true); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* draw_list = draw_data->CmdLists[n]; 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->GpuDevice, vertex_transferbuffer); SDL_UnmapGPUTransferBuffer(v->GpuDevice, index_transferbuffer); SDL_GPUTransferBufferLocation vertex_buffer_location = {}; vertex_buffer_location.offset = 0; vertex_buffer_location.transfer_buffer = vertex_transferbuffer; SDL_GPUTransferBufferLocation index_buffer_location = {}; index_buffer_location.offset = 0; index_buffer_location.transfer_buffer = index_transferbuffer; 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); SDL_ReleaseGPUTransferBuffer(v->GpuDevice, index_transferbuffer); SDL_ReleaseGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer); } 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; ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); // 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) // 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 (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* draw_list = draw_data->CmdLists[n]; 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) { 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_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1); // Draw 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); } bool ImGui_ImplSDLGPU3_CreateFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; // Destroy existing texture (if any) if (bd->FontTexture) { SDL_WaitForGPUIdle(v->GpuDevice); ImGui_ImplSDLGPU3_DestroyFontsTexture(); } unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); uint32_t upload_size = width * height * 4 * sizeof(char); // Create the Image: { 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 = width; texture_info.height = height; texture_info.layer_count_or_depth = 1; texture_info.num_levels = 1; texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1; bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice, &texture_info); IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info"); } // Assign the texture to the TextureSamplerBinding bd->FontBinding.texture = bd->FontTexture; // Create all the upload structures and upload: { SDL_GPUTransferBufferCreateInfo font_transferbuffer_info = {}; font_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; font_transferbuffer_info.size = upload_size; SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &font_transferbuffer_info); IM_ASSERT(font_transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information"); void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice, font_transferbuffer, false); memcpy(texture_ptr, pixels, upload_size); SDL_UnmapGPUTransferBuffer(v->GpuDevice, font_transferbuffer); SDL_GPUTextureTransferInfo font_transfer_info = {}; font_transfer_info.offset = 0; font_transfer_info.transfer_buffer = font_transferbuffer; SDL_GPUTextureRegion font_texture_region = {}; font_texture_region.texture = bd->FontTexture; font_texture_region.w = width; font_texture_region.h = height; font_texture_region.d = 1; SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->GpuDevice); SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd); SDL_UploadToGPUTexture(copy_pass, &font_transfer_info, &font_texture_region, false); SDL_EndGPUCopyPass(copy_pass); SDL_SubmitGPUCommandBuffer(cmd); SDL_ReleaseGPUTransferBuffer(v->GpuDevice, font_transferbuffer); } // Store our identifier io.Fonts->SetTexID((ImTextureID)&bd->FontBinding); return true; } // You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown(). void ImGui_ImplSDLGPU3_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; if (bd->FontTexture) { SDL_ReleaseGPUTexture(v->GpuDevice, bd->FontTexture); bd->FontBinding.texture = nullptr; bd->FontTexture = nullptr; } io.Fonts->SetTexID(0); } static void Imgui_ImplSDLGPU3_CreateShaders() { // Create the shader modules ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; const char* driver = SDL_GetGPUDeviceDriver(v->GpuDevice); 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->GpuDevice, &vertex_shader_info); bd->FragmentShader = SDL_CreateGPUShader(v->GpuDevice, &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->GPUInitInfo; 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->GpuDevice, &pipeline_info); IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information"); } bool ImGui_ImplSDLGPU3_CreateDeviceObjects() { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; if (!bd->FontSampler) { // 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 = true; sampler_info.max_anisotropy = 1.0f; sampler_info.enable_compare = false; bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice, &sampler_info); bd->FontBinding.sampler = bd->FontSampler; IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information"); } ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); return true; } void ImGui_ImplSDLGPU3_DestroyFrameData() { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.VertexBuffer); SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.IndexBuffer); bd->MainWindowFrameData.VertexBuffer = nullptr; bd->MainWindowFrameData.IndexBuffer = nullptr; bd->MainWindowFrameData.VertexBufferSize = 0; bd->MainWindowFrameData.IndexBufferSize = 0; } void ImGui_ImplSDLGPU3_DestroyDeviceObjects() { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; ImGui_ImplSDLGPU3_DestroyFrameData(); ImGui_ImplSDLGPU3_DestroyFontsTexture(); if (bd->VertexShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->VertexShader); bd->VertexShader = nullptr;} if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->FragmentShader); bd->FragmentShader = nullptr;} if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->GpuDevice, bd->FontSampler); bd->FontSampler = nullptr;} if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->GpuDevice, 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. IM_ASSERT(info->GpuDevice != nullptr); IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID); bd->GPUInitInfo = *info; ImGui_ImplSDLGPU3_CreateDeviceObjects(); 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; 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->FontTexture) ImGui_ImplSDLGPU3_CreateFontsTexture(); } #endif // #ifndef IMGUI_DISABLE