forked from Green-Sky/tomato
f5befd2d29 Version 1.91.9b cfed7a3a54 Tables: fixed assert/issues loading settings. (#8496, #7934) 93b446a962 Backtrack of version tagging 1.92.0 > 1.91.9b for publishing a hotfix (#8496) a7dc184772 Moved ImDrawIdx definition lower in imgui.h. Moved ImTextureID slightly below in its own section. bfaef8ca17 Version 1.92.0 WIP 2737dbb1e1 Docs: Fixed typo. Very oops. (#8495) 4d4f1fd364 Docs: retroactively document ConfigData->Sources renaming. (#8495) d6493aab02 Fix typo in comment (#8494) 97428e8ac9 Version 1.91.9 ea2a12112d Misc: Various zealous warning fixes for newer version of Clang. b758b8223f InputText: Pasting a multi-line buffer into a single-line edit replaces carriage return by spaces. (#8459) 79bba34c5f Revert "Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468)" d9dad2f4a1 Scrollbar: stabilize visibility of ScrollbarX when detecting a feedback loop. (#8488, #3285, #4539) 6e30c42101 Tables: fixed an issue with TableSetupColumn() overriding ini data. (#7934) de4f77b0ac Backends: DX12: comment about using SrvDescriptorAllocFn/SrvDescriptorFreeFn. 09654f4e8c Revert "Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10." 557c77e455 Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468) 6da230636b Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10. 51e4cba909 Backends: Fixed zealous warnings. 39585aa90d Amend Changelog to talk about OEM keys. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) a9e53829d2 Backends: Win32, SDL2, SDL3, GLFW: prioritize scancodes instead of translated keycodes when dealing with OEM keys + Added ImGuiKey_Oem102. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) 88d4827b64 Update FAQ.md for SDL3 (#8480) 3c3d943fb1 Docs: Fix some typos (#8473) 806731e37a Set IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS on 3DS sdk (#8477, #8476) 1ec99f4fd3 Internals: added ImStrlen/ImMemchr #define to facilitate experimenting with variations. (#8421) 377a387a42 Add proper ImGuiTextBuffer::resize() support other than 0. 9f49292b35 Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00". 119dfbc627 Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631) fcec08f7ae Demo: (Refactor) Moved ExampleTreeNode contents below ShowDemoWindow() so main entry point is more visible to casual reader. 324172fb1f Demo: (Refactor) Moved DemoWindowWidgets() below the functions it calls, reducing amount of forward declarations. a7657f2ed4 Examples: SDL3: Added comments to clarify setup for users of the unfortunate SDL_MAIN_USE_CALLBACKS feature. (#8455) df31774327 Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640) 71b160cdbb Demo: (Refactor) Moved code into DemoWindowWidgetsDisableBlocks() section. 7a919e80c9 Demo: (Refactor) Moved code into DemoWindowWidgetsQueryingStatuses() section. 0758594bd2 Demo: (Refactor) Moved code into DemoWindowWidgetsDragAndDrop() section. 9b486e47fe Demo: (Refactor) Moved code into DemoWindowWidgetsDragsAndSliders(), DemoWindowWidgetsMultiComponents(), DemoWindowWidgetsVerticalSliders() sections. caf3faa054 Demo: (Refactor) Moved code into DemoWindowWidgetsColorAndPickers() section. 510a9a77d6 Demo: (Refactor) Moved code into DemoWindowWidgetsDataTypes() section. 4d0c776a80 Demo: (Refactor) Moved code into DemoWindowWidgetsPlotting(), DemoWindowWidgetsProgressBars(), DemoWindowWidgetsTabs() sections. 4450d61ac2 Demo: (Refactor) Moved code into DemoWindowWidgetsSelectables(), DemoWindowWidgetsTextFilter(), DemoWindowWidgetsTextInputs() sections. 22baec494b Demo: (Refactor) Moved code into DemoWindowWidgetsComboBoxes(), DemoWindowWidgetsImages(), DemoWindowWidgetsListBoxes() sections. 94877a137d Demo: (Refactor) Moved code into DemoWindowWidgetsBullets(), DemoWindowWidgetsCollapsingHeaders(), DemoWindowWidgetsCollapsingText() sections. de3f68a233 Demo: (Refactor) Moved code into DemoWindowWidgetsTooltips(), DemoWindowWidgetsTreeNodes() sections. b2c55c9db5 Demo: (Refactor) Moved code into DemoWindowWidgetsBasic() section. eefd2da0f6 Demo: (Refactor) Added new empty sections.. Renamed existing helper functions. ce13f6b73e Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. (#8452) 4819eae867 Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex() could incorrectly offset the final cursor. c5ade6591e TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. (#8451, #7660) 9c2876b9f8 ShowFontAtlas() uses ImageWithBg(). (#8131, #8238) 1aab00da85 Misc shallow tweaks/tidying up. (#8446) 482a1f50b6 Internals: rename ImGuiDataVarInfo to ImGuiStyleVarInfo. Move ImGuiStyleMod, ImGuiColorMod to own section. 494ea57b65 Image: removed 'tint_col', 'border_col' parameters from Image(). Added ImageWithBg(). Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238) cdafefd4be Backends: WebGPU: Add nextInChain field for VertexAttributes under Dawn (#8438) 8bd3e20c86 Backends: WebGPU: include imgui.h before backend check (#8437) aa83d5d455 Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged. (#6410, #3650) aaacb01b8d Backends: WebGPU: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) 9996a2d51b Backends: WebGPU: update code for latest webgpu-native changes. Fix for Emscripten. (#8426) 6aa0810de5 Backends: WebGPU: update code for latest webgpu-native changes. Amend. (#8426) 4f4fb1d220 Backends: WebGPU: update code for latest webgpu-native changes. (#8426) 242d856ede Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) a86fcbd947 Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) 4c0604ec2e Font: shallow refactor, rename ConfigData[] fields to Sources[], ConfigDataCount to SourcesCount. 6e29450f76 Internals: added IsItemActiveAsInputText() helper. 030746faff Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker. (#7961, #7669) dac40d0487 Backends: SDL2, SDL3: don't call SDL_GetGlobalMouseState() when mouse position is in relative mode. (#8425, #8407) ef969a53f5 Tabs: fixed Unsaved Marker not being visible when Close Button is. (#8430, #8387) 5dce79e941 Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init() signature started breaking in 1.91.8 due to missing command queue. (#8429) 74afea04d6 Fix typos in docs (#8427) edc66d79c7 Nav: extract code into a NavUpdateWindowingApplyFocus() so it may be reused elsewhere. 434b7710f3 Internals: packing ImGuiDataVarInfo + misc renaming + value of ImGuiDataType_Pointer doesn't need to be Count+1 1e18a6cf60 Examples: GLFW+Vulkan: make GLFW_DIR overridable in cmake bit. (#8419) a6bcbb173b Examples: Android: Update kotlin version (#8409) 6dc376f676 ImFontAtlas: added software/drawlist version of ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress + moved GetMouseCursorTexData() to internals. 85c488ee12 Hot-fix for broken MouseDrawCursor support for ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress/ImGuiMouseCursor_NotAllowed. 05742f9b6f Tables: share code between TableSetupColumn() and TableLoadSettings(). (#7934) 8b7b3ce03e Tables: fixed an issue where Columns Width state wouldn't be correctly restored when hot-reloading .ini state. (#7934) eec097fe35 Added ImGuiMouseCursor_Progress mouse cursor 8a35386+ support in SDL2,SDL3,Win32,Allegro5 backends. 8a35386ba7 Added ImGuiMouseCursor_Wait mouse cursor (busy/wait/hourglass shape) + support in SDL2,SDL3,Win32,Allegro5 backends. 8f0411ff03 Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) c4a32a129d Tabs: fixed middle-button to close not checking hovering, only close button visibility. (#8399, #8387) 78ec1272e9 ImDrawList: added InitialFringeScale in ImDrawListSharedData. Default to 1.0f. 2860d7ba05 Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and specifying a selectable size. (#8338) 474305c476 ImFont: simpler constructor. ec4cd2cb8c Backends: Vulkan: Fixed crash with using no prototypes + *BREAKING* Added ApiVersion to ImGui_ImplVulkan_LoadFunctions(). (#8326, #8365, #8400) 98c2f6b0c4 Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651) e1ae7db4cc Backends: Vulkan: Fixed building with older headers not supporting VK_HEADER_VERSION_COMPLETE. (#8326, #8365) 12963f5231 Examples: Vulkan: make ApiVersion a little more visible in examples. (#8326, #8365) 890ead6a71 Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" without -KHR on API 1.3. (#8326, #8365) f94a5f0e8c Docs: Update doc about plutosvg (#8395) b78cc37891 Backends: SDL2: Fixed build for versions older than 2.0.14. (#7660) a931fb7f51 Fixed static analyzer warning. 7cd31c3557 Tables: tamed some .ini settings optimizations to more accurately allow overwriting/hot-reloading settings. (#7934) 7221f5e739 Styles, Tabs: Fixed ef7ffaf. (#8387) ef7ffaff74 Styles, Tabs: (Breaking) Renamed TabMinWidthForCloseButton to TabCloseButtonMinWidthUnselected. Added TabCloseButtonMinWidthSelected. (#8387) 3d900edba7 Examples: Win32+DirectX12: Fixed ExampleDescriptorHeapAllocator overflow free index. 6916f935eb InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) 3b2f2602b4 Windows: Fixed an issue where BeginChild() inside a collapsed Begin() wouldn't inherit the SkipItems flag. 4dc9df6aae Tables: fixed an issue where Columns Visible/Hidden state wouldn't be correctly overridden when hot-reloading .ini state. (#7934) 88cda0cab6 Fixed minor warning. Added comment. a431e1277e Backends: SDL2, SDL3: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. (#7660) a18622c369 TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to handle UTF-8 regardless of system regional settings. (#7660) 2206e31e54 Demo: Combos: demonstrate a very simple way to add a filter to a combo. (#718) e8ad60cc4f Fix typo (#8382) 50dbb086f2 Tables: sneakily honor ImGuiNextWindowDataFlags_HasChildFlags/ImGuiNextWindowDataFlags_HasWindowFlags as a way to facilitate various hacks/workarounds. e368015d79 Tables: a clipped scrolling table correctly clears SetNextWindowXXX flags. (#8196) e5668b8c73 Internals: rename ImGuiNextWindowData::Flags to HasFlags for consistency and to reduce mistakes. 4982602f6f Windows, Style: Added style.WindowBorderHoverPadding setting to configure inner/outer padding applied to hit-testing of windows borders. 914fbcf2e5 Fonts: removed unnecessary const qualifier from ImFont::FindGlyph() 4f1d3809c3 Fixed tabs and spaces (#8377) 0625b37760 Scrollbar: Rework logic that fades-out scrollbar when it becomes too small. cfed18afc7 Add ImFontConfig::GlyphExtraAdvanceX as a replacement for GlyphExtraSpacing.x (#242) 2d20e13746 Backends: GLFW: Added comment about io.AddMouseSourceEvent() not being properly called. (#8374) 1a31e31ae9 (Breaking) Fonts: removed ImFontConfig::GlyphExtraSpacing option which seems largely obsolete and unused. (#242) de962e83d0 ImFont: remove SetGlyphVisible() da0ba9e2fe Backends: WebGPU: add type alias for dawn WGPUProgrammableStageDescriptor -> WGPUComputeState. (#8369) 5dd84082ab InputTextWithHint(): Fixed buffer overflow when user callback modifies the buffer contents in a way that alters hint visibility. (#8368) 204cebc8fc Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom] 6265339995 Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(), RadioButton(), Selectable(). (#8370) f820bf7cd4 Version 1.91.9 WIP e4db4e423d Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. - OOPS e2a99b5760 Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. dbb5eeaadf Version 1.91.8 e6c5296f30 Examples: SDL3: Fix for Emscripten platform (#8363) ae6cfd32a0 Tables, Menus: Fixed tables or child windows submitted inside BeginMainMenuBar() being unable to save their settings. (#8356) fa178f4235 Error Handling: Recovery from missing EndMenuBar() call. (#1651) c0308da665 Fixed zealous GCC warning. (#8355) dabc990189 Rename internal id for standardizing naming convention. "##menubar" -> "##MenuBar", "###NavWindowingList" -> "###NavWindowingOverlay" a71191515a EndMainMenuBar doesn't attempt to restore focus when there's an active id. (#8355) dfd1bc3c5b Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355) 4230e98720 Error Handling, Debug Log: IMGUI_DEBUG_LOG_ERROR() doesn't need the extra variable. ea0da0bf47 Extracted PushPasswordFont() out of InputText code. 9c4948a4d1 TabBar: Internals: added TabItemSpacing(). (#8349, #3291) a05d547ae8 Windows: separating WindowItemStatusFlags from ChildItemStatusFlag, because IsItemXXX _after_ BeginChild()>Begin() shouldn't return last status emitted by e.g. EndChild() 134fbe1245 Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350) 5a28f188ff Fixed parameter names to SetLastItemData() to align with current names. 96e3b147f0 Fixed build with IMGUI_ENABLE_FREETYPE (#8346) afb6e9a879 Fonts: OversampleH auto-selection uses 36 as heuristic for now. 8a1613a382 Fonts: OversampleH/OversampleV value defaults to 0 for automatic selection. 4211fdc70b ImFont: compact comments in header section. 9eafb7bbfb ImFont: IndexLookup[] table hold 16-bit values even in ImWchar32 mode. 53244aaac7 Amend 9bc5b04 with a shadowed variable warning fix. ed7551c1d4 Selectable: Fixed horizontal label alignment when combined with using ImGuiSelectableFlags_SpanAllColumns. (#8338) bbf957875b Amend 9bc5b04 to avoid using GImGui mid-function. 9bc5b0406d Windows, Style: Fixed small rendering issues with menu bar, resize grip and scrollbar when using thick border sizes. (#8267, #7887) 10199341b1 ImFontAtlas: made calling ClearFonts() call ClearInputData(). (#8174, #6556, #6336, #4723) 71da34c48c Debug Tools: Tweaked font preview + indent "Glyphs" block. 6906ac979e ColorEdit, ColorPicker: (Breaking) redesigned how alpha is displayed in the preview square. (#8335, #1578, #346) fdca6c08ad Inputs: added IsMouseReleasedWithDelay() helper. (#8337, #8320) d17e9fc107 Backends: SDL_GPU: shallow tweaks + disable anisotropy in sampler. Examples: SDL+Vulkan: Fixed incorrect defines. 3e6bdc2242 Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_MAILBOX swapchain parameters. bf13442c7c Moved ImGuiColorEditFlags_AlphaPreview/ImGuiColorEditFlags_AlphaPreviewHalf flags. Demo: reorganized some of color edit/picker demo section. 2af26b75d1 ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid] 7ae7c90790 Tabs, Style: reworked selected overline rendering to better accommodate for rounded tabs. (#8334) e8779a67b1 Font: direct AddText()/RenderText() calls don't need to call strlen() if below clipping region. 4c2e7bb035 Backends: SDL2,SDL3: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()/ImGui_ImplSDL3_SetGamepadMode() with ImGui_ImplSDL2_GamepadMode_Manual/ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329) 8b0af7fddc Backends: SDL: update comments regarding API stability, regarding SDL_GPU and SDL_Renderer. aa1b4ea861 Backends: OSX: Remove notification observer when shutting down. (#8331) aa23f3801b Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match SDL_Color. (#8327) 80c9cd1f6e Font: reduce unnecessary padding in ImFontConfig struct too. d7454de80a Font: minor tweak to struct alignment. dd89a3741b Backends: Vulkan: sharing duplicate code. (#5446, #8326) 487d7f9a29 Font: Internals: make used page maps smaller. Since it's extremely rarely used and for iterations only. ~34->16 bytes with ImWchar32. f2262eb81a Windows: latch FontRefSize at time of Begin(), consistent with e.g. TitleBarHeight, and to avoid calling CalcFontSize() on non-current window. b7c27c5333 Windows: legacy SetWindowFontScale() is properly inherited by nested child windows. (#2701, #8138, #1018) 4c64ba16c5 imgui_freetype: fixed issue where glyph advances would incorrectly be snapped to pixels. 007735737a Ignore vscode artifacts (#8324) b4a5d1dc53 Backends: SDLGPU3: Rename GpuDevice->Device. Expose ImGui_ImplSDLGPU3_CreateDeviceObjects(), ImGui_ImplSDLGPU3_DestroyDeviceObjects(). Misc renaming. (#8163, #7998, #7988) 0f33d7185f Examples: Vulkan: vkAcquireNextImageKHR() and vkQueuePresentKHR() returning VK_SUBOPTIMAL_KHR keeps moving forward. (#7825, #7831) 8ebf22d3c1 Backends: Vulkan: use ImVector<> for simplicity. 6684984c49 Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency. 0e21bde77b Misc shallow merge to reduce diff in other branches. 8a9de84cd0 FontAtlas: reduced baked IM_DRAWLIST_TEX_LINES_WIDTH_MAX from 63 to 32. (#3245) 100075f2be Backends: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. c59a2267d0 Version 1.91.8 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: f5befd2d29e66809cd1110a152e375a7f1981f06
616 lines
28 KiB
C++
616 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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// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
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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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// SDL_GPU Data
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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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struct ImGui_ImplSDLGPU3_Data
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{
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ImGui_ImplSDLGPU3_InitInfo InitInfo;
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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 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 = {};
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index_buffer_binding.buffer = fd->IndexBuffer;
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index_buffer_binding.offset = 0;
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SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
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SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
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}
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// Setup viewport
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SDL_GPUViewport viewport = {};
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viewport.x = 0;
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viewport.y = 0;
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viewport.w = (float)fb_width;
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viewport.h = (float)fb_height;
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viewport.min_depth = 0.0f;
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viewport.max_depth = 1.0f;
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SDL_SetGPUViewport(render_pass, &viewport);
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// Setup scale and translation
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// 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.
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struct UBO { float scale[2]; float translation[2]; } ubo;
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ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
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ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
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ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
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ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
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SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
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}
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static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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// Even though this is fairly rarely called.
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SDL_WaitForGPUIdle(v->Device);
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SDL_ReleaseGPUBuffer(v->Device, *buffer);
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SDL_GPUBufferCreateInfo buffer_info = {};
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buffer_info.usage = usage;
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buffer_info.size = new_size;
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buffer_info.props = 0;
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*buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
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*old_size = new_size;
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IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
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}
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// 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->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)
|
|
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->Device, &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->Device, &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->Device, vertex_transferbuffer, true);
|
|
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, 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->Device, vertex_transferbuffer);
|
|
SDL_UnmapGPUTransferBuffer(v->Device, 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->Device, index_transferbuffer);
|
|
SDL_ReleaseGPUTransferBuffer(v->Device, 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);
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_CreateFontsTexture()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
|
|
|
// Destroy existing texture (if any)
|
|
if (bd->FontTexture)
|
|
{
|
|
SDL_WaitForGPUIdle(v->Device);
|
|
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->Device, &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 transferbuffer_info = {};
|
|
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
|
transferbuffer_info.size = upload_size;
|
|
|
|
SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
|
|
IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
|
|
|
|
void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false);
|
|
memcpy(texture_ptr, pixels, upload_size);
|
|
SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer);
|
|
|
|
SDL_GPUTextureTransferInfo transfer_info = {};
|
|
transfer_info.offset = 0;
|
|
transfer_info.transfer_buffer = transferbuffer;
|
|
|
|
SDL_GPUTextureRegion texture_region = {};
|
|
texture_region.texture = bd->FontTexture;
|
|
texture_region.w = width;
|
|
texture_region.h = height;
|
|
texture_region.d = 1;
|
|
|
|
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);
|
|
SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer);
|
|
}
|
|
|
|
// Store our identifier
|
|
io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
|
|
}
|
|
|
|
// 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->InitInfo;
|
|
if (bd->FontTexture)
|
|
{
|
|
SDL_ReleaseGPUTexture(v->Device, 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->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()
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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if (!bd->FontSampler)
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{
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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SDL_GPUSamplerCreateInfo sampler_info = {};
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sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
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sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
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sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
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sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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sampler_info.mip_lod_bias = 0.0f;
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sampler_info.min_lod = -1000.0f;
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sampler_info.max_lod = 1000.0f;
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sampler_info.enable_anisotropy = false;
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sampler_info.max_anisotropy = 1.0f;
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sampler_info.enable_compare = false;
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bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
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bd->FontBinding.sampler = bd->FontSampler;
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IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
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}
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ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
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ImGui_ImplSDLGPU3_CreateFontsTexture();
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}
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void ImGui_ImplSDLGPU3_DestroyFrameData()
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.VertexBuffer);
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SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.IndexBuffer);
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bd->MainWindowFrameData.VertexBuffer = nullptr;
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bd->MainWindowFrameData.IndexBuffer = nullptr;
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bd->MainWindowFrameData.VertexBufferSize = 0;
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bd->MainWindowFrameData.IndexBufferSize = 0;
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}
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void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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ImGui_ImplSDLGPU3_DestroyFrameData();
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ImGui_ImplSDLGPU3_DestroyFontsTexture();
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if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;}
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if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;}
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if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;}
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if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;}
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}
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bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_sdlgpu3";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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IM_ASSERT(info->Device != nullptr);
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IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
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bd->InitInfo = *info;
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ImGui_ImplSDLGPU3_CreateDeviceObjects();
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return true;
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}
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void ImGui_ImplSDLGPU3_Shutdown()
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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IM_DELETE(bd);
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}
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void ImGui_ImplSDLGPU3_NewFrame()
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplSDLGPU3_CreateFontsTexture();
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}
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#endif // #ifndef IMGUI_DISABLE
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