b8ca49f7dc
5c1d2d1e4c5 Version 1.91.7 9f8481a842e (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth. (#6937) 21902e2f536 Backends: SDL_GPU: fixed SDL_GPUViewport initialisation. (#8163, #7998, #7988) c38c18c1a07 Avoid using 1<<31 for ImGuiWindowFlags_NavFlattened as it seems to confuse some binding generators. c5f60942bdd Demo: tweak demo for ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 290e402a020 TreeNode, Tables: added ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 6fb7d442559 Backends: SDL2/SDL3: Comments. (#7672, #7670) 32cea853317 Debug Tools: Item Picker: Always available in menu. Tweak Demo Debug Options. (#2673, #1651) 00f12b9a09d InputText: Fixed not calling CallbackEdit on revert/clear with Escape key. (#8273) + rework comments. a604d4f717b Fixed IsItemDeactivated(), IsItemDeactivatedAfterEdit() to work when interrupted before/after the active id is submitted. (#5184, #5904, #6766, #8303, #8004) a28ffa81c4a Docs: added more references to IsKeyDown(), InFlags. (#8317) 1d962820d8b Error Handling: Turned common EndTable() and other TableXXX functions fail cases into recoverable errors. (#1651, #8314) 0b8ff4b2382 Backends, Examples: Vulkan: add IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE. use in descriptor pools sizes. (#6642) e7fb97208a8 Backends: Metal: Added missing IM_UNUSED (#8302) 596e09770d3 Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency. (#8163, #7998, #7988) e7998492726 Backends: SDLGPU3: Added sdl_gpu backend (amends). (#8163, #7998, #7988) 8bbccf7a977 Backends: SDLGPU3: Added sdl_gpu backend. (#8163, #7998, #7988) 940d9540f3f Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300) c7983115e9f Fonts: Further tweaks for Ellipsis ("...") character width when automatically created from a single comma character: use AdvanceX as min. 90094a871a5 Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically created from a single comma character. 1c67a3412e1 BeginChild: also caller to manually set ImGuiNextWindowDataFlags_HasChildFlags / ChildFlags. (#8280) 2b8545684ca Refactor: moved Window Focus related functions to a dedicated section. bbbdc70f26b Refactor: moved FindBlockingModal() in its section. e6a7c7689f5 Backends: Metal: Fixed memory leaks. (#8276, #8166) 0514332474f Avoid clang/gcc warnings: -Wnontrivial-memaccess in backends. (#8295, #8129, #8135) 3115ae08159 Demo: Font selector combo sets default focus. cec8ff1885d Backends: Vulkan: Fixed building with using VK_NO_PROTOTYPES. (#8180) f04d3cbdaaf Backends: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. (#6969, #5834, #7468, #3590) af271e73303 Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState. 93a93071a27 Examples: Add Win32+Vulkan example, amends. (#8180) 38e606a153b Examples: Add Win32+Vulkan example. (#8180) a2e21727c01 Backends: Vulkan: moved helpers to backend: ImGui_ImplVulkanH_SelectPhysicalDevice(), ImGui_ImplVulkanH_SelectQueueFamilyIndex(). (#8180) dbf76f62f9e Update issue_template.yml e7e898ea179 Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates. d0021e16215 Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) 2f1194a2961 Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) 80aafbc81b0 Data types: moved ImGuiDataType_String to public API as a convenience enum value only. (#8266) f169102c8ea Misc: fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) a0f907933d8 Happy new year! c147a59bb0e Clarified alternative for ImGuiButtonFlags_Repeat being ImGuiItemFlags_ButtonRepeat. (#8293) 2d2c7d3f955 Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). 87f3109c1af Fix capitalization of ImGuiID in comment. (#8283) 6982ce43f5b InputText: fixed badly broken clipboard copy/bug (#8254, #8242) 18929bd6d6c Internals: merge ScaleWindowsInViewport() from docking branch. 2a600bddcbe ImGuiDebugLogFlags_EventFont should not be set by default (had no effect on master tho) 006721fbd6b Added ImFontAtlas section index in comments + minor tweaks to DX12 backends. 7219fa65c02 Revert "Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621)" 61d4bf95dc5 Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621) d30e102f3ad Scrollbar, TestEngine: for consistency, scrollbars are registered in _Menu layer. 91e8f2b0feb Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even if a popup is blocking mouse access to the debug log window. (#5855) eed95027956 Error Handling: Fixed bugs recovering from within a table that created a child window, and from nested child windows. (#1651) fd932297703 Tables, MultiSelect: Fixed an issue where column width may be mismeasured when calling BeginMultiSelect() while inside a table. (#8250) 9b0e61aaaa7 InputText: sanity checks to e.g. detect non zero-terminated buffers + removed a redundant strlen() call during activation. ae839620b96 Docs: Updated EXAMPLES.md (#8246) 457fae24e7a Silence more zealous GCC warning. (#8241) cd6c83cdccb Fixes GCC warnings (#8241) 32f11402f96 InputText: use TextSrc more consistently to facilitate accessing user buffer in text processing code. (#8242) e900571ac24 InputText: Fixed issue when activating a ReadOnly field when the underlying value is being modified. (#8242) f31d53093b5 TestEngine: for consistency, title bar / window items are registered in _Menu layer. 13c4084362b Nav: Fixed an issue where Alt key would clear current active item on windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231) f5f11e94be3 InputText: Fixed a bug where character replacements performed from a callback were not applied when pasting from clipbard. (#8229) 324d4bb1402 InputText: calling ReloadUserBuf doesn't clear undo stack. (#2890) 8237ab450e3 Drags, Sliders: store initial value on activation, as a convenience for some mods. (#8223) 4ad5496474b Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard modifiers altering the tweak speed. (#8223) f9f4e22f6f7 InputText: some tidying up. (#7925) 4cc464eadc1 BeginListBox(): Comments (#8220) 1d069cf4352 Fonts: store 0 for unset EllipsisChar/FallbackChar. Pull config in BuildLookupTable(). e487eb9da08 Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) f25665f3600 Version 1.91.7 WIP 993fa347495 Version 1.91.6 2ca83f0bc72 Fixed missing symbols when using IMGUI_DISABLE_DEMO_WINDOWS (e.g. with ImPlot) (#8221) c3ffd4c53e9 Misc: Added IMGUI_USE_LEGACY_CRC32_ADLER to use old tables. (#8169, #4933) d78e823449f InputText: added ImGuiInputTextFlags_ElideLeft. (#1442, #1440, #4391, #7208, #8216) d2645423de8 InputText: reactivating last activated InputText() doesn't restore horizontal scrolling. f3147f446a7 Backends: OpenGL3: call glGetString(GL_VERSION) even in GS ES 2.0 path. (#8197) 921c22f5adc Examples: GLFW+OpenGL3, SDL3+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) 6b348622bb8 Examples: SDL2+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) fce07bb1cb4 Don't enable SSE4 under Emscripten - Fix. (#8213, #8169, #4933) 53dd7552dcb Backends: DX12: let the user specifies the DepthStencilView format. (#8217) 2671f68f7f8 Don't enable SSE4 under Emscripten (#8213, #8169, #4933) 3f3c62a3c99 ScrollbarEx: clarify use of flags and make them optional. (#8215) 18e5d769fd7 Backends: DX10: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 43fbd7ce840 Backends: standardized top of file comments. 566558b17c5 Replacing NULL with nullptr in examples/backends when they creeped back. (#6313, #7071, #4537) 6f6ac84228a Demo: Assets Browser: use correct axis for layout computation, to allow making items non-square. (#8207) 70b6ba42402 Clarify that IMGUI_USE_BGRA_PACKED_COLOR requires backend support. (#8201) 923ca4765a8 Backends: OpenGL3: Fix compile error with IMGUI_IMPL_OPENGL_ES2 and IMGUI_IMPL_OPENGL_DEBUG (#8197) 43c51eb12d1 Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during the first frame or when scrolling flags have changed. (#8196) ee2119d7cbe imgui_freetype: Fix build broken by 19a1f2a (#8107) 19a1f2a5d2c Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted in surface area. (#8107) 9b26743c6b3 SliderAngle: only write back to value v_rad on value_changed. (#8193) dda7672008e Backends: Vulkan: removed sizeof(ImTextureID) check. c1123fd8d05 Backends: Vulkan: small refactor to use a texture struct. 90dd510df1e Backends: DX11: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 96877eb9c30 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. (#8172, #4867) 2d660108b27 Misc: amend crc32 to use _mm_crc32_u32. (#8169, #4933) 326dc95f9c7 Misc: use native crc32 instructions on SEE 4.2 targets. (#8169, #4933) e6dd8f626a1 Misc: changed CRC32 table to use crc32c polynomial in order to be compatible with SSE 4.2 instructions. (#8169, #4933) 61ab94d5534 Backends: Vulkan: Make descriptor pool optional (#8172, #4867) 9b273294377 Comments on ImageButton(). (#8165) + comments on Emscripten -sSINGLE_FILE option. (#8153) 5b7feebfd8f Backends: DX9: extract RGBA convert loop as we are going to need it more often. dfbf1b4f6b1 Backends: DX9: cache result of ImGui_ImplDX9_CheckFormatSupport() as we are going to need it more often. 20360e00ceb Merge miscellaneous small changes to reduce drift with texture update branch. 551b6c4d662 Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options. d0e870aad2c Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb). (#8161) 5ae3dd52a07 Fonts: added IMGUI_DISABLE_DEFAULT_FONT macro. (#8161) eb0ad66d88d Demo: example tree used by Property Editor & Selection demos properly freed on app closure. (#8158) 142827f7d86 Backends: DX12: rework legacy path for handling ImGui_ImplDX12_Init() being called with space for a single descriptor. 08400f5be7f Backends: DX12: tidying up, added a ImGui_ImplDX12_Texture helper struct. 40b2286d16e (Breaking) Backends: DX12: changed ImGui_ImplDX12_Init() signature. Added ImGui_ImplDX12_InitInfo. Added support for Srv allocators. 3260ea69545 Examples: Win32+DX12: Tweaks. 8be0723fb7a Amend Changelog to better document how changing button behavior of InputInt/InputFloat step buttons affected some mis-uses (#8149) e97b97467e4 Error Handling: fixed cases where recoverable error handling would crash. (#1651) 3381ab423b3 Version 1.91.6 WIP + fixed typo in tooltip. f401021d5a5 Version 1.91.5 31b967f098d Fix 01d27a4 (sorry I cherry-picked from wrong branch) 01d27a4acde Internals: added IM_LIKELY(), IM_UNLIKELY() helper macros (yet unused). Added ImFontGetCharAdvanceX() macro. 419a9ada16e Ignore clang warning Wnontrivial-memaccess (#8129, #8135) 17bd417a3d1 AddCustomRectFontGlyph: added storage for Colored bool in ImFontAtlasCustomRect. (#8133) 3b683927ee6 imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the first font in a merged set has no loaded glyph. (#8081) 3543dfda953 Docs: document removal of ImFont const qualifier as potentially breaking. d97bbf19042 Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default styles. df0776e931d (Breaking) Removed ImGuiKey_COUNT. (#4921) 738d6db3e6b (Breaking) Removed used of ImGuiKey_KeysData_SIZE, ImGuiKey_KeysData_OFFSET. (#4921) 6f287dd16d5 (Breaking) Removed pre-1.87 obsolete io.KeyMap[], io.KeysDown[], io.NavInputs[]. Remove IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) 57ab2b42260 Fixed unused function warning (#8130) ec2f1d69c8d Docs: word-wrap some the older changelogs. 63234f8dd0a InputText: Internals: rename CurLenA->TextLen, InitialTextA->TextToRevertTo. be2d006e2e7 Align warning blocks. Removed -Wunused-function, -Wmissing-prototypes from imgui_internal.h 88e232739bc Ignore clang warning Wnontrivial-memaccess (#8129) d4791f1bbef Fixed a comment typo. (#8128) 82d0584e7bb InputText: using CurLenA instead of TextA.Size for correctness. (#7925) 75f83de52ab InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer. (#7925) f77d22837c0 Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll(). (#8013) 71c77c081ac Demo: added a "Windows" section. 772ca9e9a9d Log/Capture: added experimental io.ConfigWindowsCopyContentsWithCtrlC config option. f37a9a27e58 Log/Capture: reworked scope + decorating menus, tabs. a4fcc93f4af Log/Capture: renaming ImGuiLogType to ImGuiLogFlags 9a0dff1bc56 Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use PressedOnClick instead of PressedOnClickRelease when unspecified. 0bde57c25a9 Font, Misc: remove qualifier from most font functions. 3b8c7d0326d Backends: Win32: rework to add ImGui_ImplWin32_WndProcHandlerEx() not using current context (experimental). (#8069, #6293, #5856, #586) d67e2eea1a0 Backends: Win32: internal rename. 81b689b9693 Backends: OpenGL3: added additional debug GL_CALL enclosure for glCreateShader() calls. (#8104) 81cfe096578 Selectable, Style: selected Selectable() use _Header color instead of an arbitrary lerp between _Header and _HeaderHovered. (#8106, #1861) ccb6646baea Examples: added SDL3+Vulkan example. (#8084, #8085) 1039b7f543c Examples: added more build_win64.bat helpers. a908d73c16a Backends: avoid missing -Wmissing-declaration warning. (#8087, #7997) b4033b37ad7 Backends: WGPU: update for Dawn WGPU String usage. (#8082, #8083) a855bd8df3c Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the actual include. (#8095, #7967, #3190) 06092a9756b Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. (#4019, #6096, #1463) 062e580436e Fixed copy/paste error in DebugModeWindow() (#8094) 4994e75852a Backends: DX12: Unmap() call specify written range. 41f02825fc5 Version 1.91.5 WIP 99109c0b3b0 Amend Changelog, oops didn't get it in the previous commit. 83b64b8be22 Version 1.91.4 ab9ce2a927a Nav: added io.ConfigNavCursorVisibleAuto, io.ConfigNavCursorVisibleAlways. (#1074, #2048, #7237, #8059, #3200, #787) 3982cb35dcf Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard". 1ff9768aa30 Nav: (Breaking) renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 634a7ed9886 Nav: added SetNavCursorVisible(). (#1074, #2048, #7237, #8059) 0bae2db77fd Internals: (Breaking) renamed NavDisableMouseHover to NavHighlightItemUnderNav. 0536ace2b6c Internals: (Breaking) renamed RenderNavHighlight() to RenderNavCursor(), ImGuiNavHighlightFlags to ImGuiNavRenderCursorFlags. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 23b655f8e3a Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 7a56b411247 Nav: added io.ConfigNavEscapeClearFocusItem. (#8059, #2048, #1074, #3200) db26fe7ca8d Debug Tools: Metrics: Fixed a crash when browsing "InputText" section before using one. (#8071) 604f2fa84aa InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not supported by InputFloat, InputInt etc. (#8065) 38617a5ad34 Internals: remove ImGuiInputTextFlags_NoMarkEdited and g.LockMarkEdited n favor of ImGuiItemFlags_NoMarkEdited. 0f6a463fae5 Internals: rename ImGuiTreeNodeStackData::InFlags and ImGuiNavItemData::InFlags to ItemFlags too. e6b5cafe65f Internals: rename ImGuiLastItemData::InFlags -> ItemFlags. ImGuiNextItemData::Flags -> HasFlags to avoid mistakes. 706438a43c3 Disabled: clicking a disabled item focuses parent window. Fix/amend 83ecc84. (#8064) 04d9a045570 imgui_freetype: Added support for plutosvg to render OpenType SVG fonts. (#7927, #7187 + #6591, #6607) 83ecc846dc4 Disabled: clicking a disabled item focuses parent window. (#8064) 67e5f3505d4 InvisibleButton: disable navigation properly + added ImGuiButtonFlags_EnableNav to enable navigation. (#8057) 971d243a872 Fixed typo (#8063) 49a9eee33f2 Commented out obsolete internals's SetItemUsingMouseWheel() (#2891), TreeNodeBehaviorIsOpen() (#4814, #5423, #282, #2958, #924) 50de550ecdd Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036) 42f47590f98 Fixed ad37b79 breaking IsItemHovered()->IsItemFocused() passthrough for navigation. 97da66209cf Internals: removing ImGuiButtonFlags_Repeat (in favor of ImGuiItemFlags_ButtonRepeat), ImGuiButtonFlags_DontClosePopups (unused) 462d1674568 Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. (#8057) ad37b79bca2 Nav: shallow tidying up. 626d358e55e Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most window. (#3200) b0010389011 Nav: added io.ConfigNavEscapeClearFocusWindow to clear focused window on Escape. (#3200) ba5161740ea Amend d885fe4, fixes default value of ConfigNavCaptureKeyboard. (#2517, #2009) d885fe4dd0c (Breaking) moved ImGuiConfigFlags_NavEnableSetMousePos -> io.ConfigNavMoveSetMousePos, ImGuiConfigFlags_NavNoCaptureKeyboard -> ConfigNavCaptureKeyboard. (#2517, #2009) 349af8766cb InputText: ensure mouse cursor is set regardless of whether keyboard mode is enabled or not. (#6417) 20ae8bd4c32 Error Handling: turned IsItemHovered()/IsWindowHovered() checks into IM_ASSERT_USER_ERROR. (#1651) c4bc6744824 IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921) 98d52b7b26c DrawList: AddCallback() added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665) f29e505d94e CI: remove --disableLicenseExpirationCheck. a0b811dd373 Backends: SDLRenderer2/3: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590 + #7616) 9fbc3134591 InputText: amend 661bba0. (#8048) 661bba09ce1 InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys. (#8048) f3d242a90d6 Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218) c3629adbeb2 Backends: Metal: fixed ImTextureID cast. (#1641) 6b8accbfa1b Fixed building when defining ImTextureID to a multi-token name. (#1641) 92b94980c69 (Breaking) Default ImTextureID to use a Im64 instead of void* (#1641) 19b494df89f Examples: DirectX12: update Windows SDK version. f890d853816 Backends: Fixed typo in comments from old wip work 'io.BackendRendererRenderState' -> 'platform_io.Renderer_RenderState'. (#6969, #5834, #7468, #3590 42206b3d513 Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502) 74dd38d27c9 Backends: Vulkan: fixed warnings when building in 32-bit mode. e94f95d82b9 Backends: DX11, DX12, Vulkan, WGPU: Expose some backend-specific render state usable for callbacks. (#6969, #5834, #7468, #3590) 9bd5d8a2405 Backends: misc renaming of locals. Use 'draw_list' instead of 'cmd_list'. Avoid using 'ctx'. 1dde20ff4a1 Version 1.91.4 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: 5c1d2d1e4c562a2ed3efbc64476e703a655b45fd
618 lines
28 KiB
C++
618 lines
28 KiB
C++
// dear imgui: Renderer Backend for SDL_GPU
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// This needs to be used along with the SDL3 Platform Backend
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// Implemented features:
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// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
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// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
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// 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.
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// CHANGELOG
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// 2025-01-09: SDL_Gpu: Added the SDL_GPU3 backend.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_sdlgpu3.h"
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#include "imgui_impl_sdlgpu3_shaders.h"
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// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
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struct ImGui_ImplSDLGPU3_FrameData
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{
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SDL_GPUBuffer* VertexBuffer = nullptr;
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SDL_GPUBuffer* IndexBuffer = nullptr;
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uint32_t VertexBufferSize = 0;
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uint32_t IndexBufferSize = 0;
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};
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// SDL_GPU Data
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struct ImGui_ImplSDLGPU3_Data
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{
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ImGui_ImplSDLGPU3_InitInfo GPUInitInfo;
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// Graphics pipeline & shaders
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SDL_GPUShader* VertexShader = nullptr;
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SDL_GPUShader* FragmentShader = nullptr;
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SDL_GPUGraphicsPipeline* Pipeline = nullptr;
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// Font data
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SDL_GPUSampler* FontSampler = nullptr;
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SDL_GPUTexture* FontTexture = nullptr;
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SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
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// Frame data for main window
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ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
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};
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// Forward Declarations
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static bool ImGui_ImplSDLGPU3_CreateDeviceObjects();
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static void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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static void ImGui_ImplSDLGPU3_DestroyFrameData();
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//-----------------------------------------------------------------------------
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// FUNCTIONS
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//-----------------------------------------------------------------------------
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support has never been tested.
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static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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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)
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{
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//ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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// Bind graphics pipeline
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SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
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// Bind Vertex And Index Buffers
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if (draw_data->TotalVtxCount > 0)
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{
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SDL_GPUBufferBinding vertex_buffer_binding = {};
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vertex_buffer_binding.buffer = fd->VertexBuffer;
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vertex_buffer_binding.offset = 0;
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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;
|
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rasterizer_state.enable_depth_bias = false;
|
|
rasterizer_state.enable_depth_clip = false;
|
|
|
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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
|