diff options
Diffstat (limited to 'imgui-1.92.1/backends/imgui_impl_sdlgpu3.cpp')
| -rw-r--r-- | imgui-1.92.1/backends/imgui_impl_sdlgpu3.cpp | 661 |
1 files changed, 0 insertions, 661 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_sdlgpu3.cpp b/imgui-1.92.1/backends/imgui_impl_sdlgpu3.cpp deleted file mode 100644 index 927e511..0000000 --- a/imgui-1.92.1/backends/imgui_impl_sdlgpu3.cpp +++ /dev/null @@ -1,661 +0,0 @@ -// dear imgui: Renderer Backend for SDL_GPU -// This needs to be used along with the SDL3 Platform Backend - -// Implemented features: -// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID. -// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). -// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). - -// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. -// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ - -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// Learn about Dear ImGui: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). -// - Introduction, links and more at the top of imgui.cpp - -// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app. -// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData. -// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info. - -// CHANGELOG -// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend. -// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture(). -// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. -// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now. -// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData(). -// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device. -// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend. - -#include "imgui.h" -#ifndef IMGUI_DISABLE -#include "imgui_impl_sdlgpu3.h" -#include "imgui_impl_sdlgpu3_shaders.h" - -// SDL_GPU Data -struct ImGui_ImplSDLGPU3_Texture -{ - SDL_GPUTexture* Texture = nullptr; - SDL_GPUTextureSamplerBinding TextureSamplerBinding = { nullptr, nullptr }; -}; - -// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData() -struct ImGui_ImplSDLGPU3_FrameData -{ - SDL_GPUBuffer* VertexBuffer = nullptr; - SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr; - uint32_t VertexBufferSize = 0; - SDL_GPUBuffer* IndexBuffer = nullptr; - SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr; - uint32_t IndexBufferSize = 0; -}; - -struct ImGui_ImplSDLGPU3_Data -{ - ImGui_ImplSDLGPU3_InitInfo InitInfo; - - // Graphics pipeline & shaders - SDL_GPUShader* VertexShader = nullptr; - SDL_GPUShader* FragmentShader = nullptr; - SDL_GPUGraphicsPipeline* Pipeline = nullptr; - SDL_GPUSampler* TexSampler = nullptr; - SDL_GPUTransferBuffer* TexTransferBuffer = nullptr; - uint32_t TexTransferBufferSize = 0; - - // Frame data for main window - ImGui_ImplSDLGPU3_FrameData MainWindowFrameData; -}; - -// Forward Declarations -static void ImGui_ImplSDLGPU3_DestroyFrameData(); - -//----------------------------------------------------------------------------- -// FUNCTIONS -//----------------------------------------------------------------------------- - -// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts -// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. -// FIXME: multi-context support has never been tested. -static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData() -{ - return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; -} - -static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height) -{ - //ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - - // Bind graphics pipeline - SDL_BindGPUGraphicsPipeline(render_pass,pipeline); - - // Bind Vertex And Index Buffers - if (draw_data->TotalVtxCount > 0) - { - SDL_GPUBufferBinding vertex_buffer_binding = {}; - vertex_buffer_binding.buffer = fd->VertexBuffer; - vertex_buffer_binding.offset = 0; - SDL_GPUBufferBinding index_buffer_binding = {}; - index_buffer_binding.buffer = fd->IndexBuffer; - index_buffer_binding.offset = 0; - SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1); - SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT); - } - - // Setup viewport - SDL_GPUViewport viewport = {}; - viewport.x = 0; - viewport.y = 0; - viewport.w = (float)fb_width; - viewport.h = (float)fb_height; - viewport.min_depth = 0.0f; - viewport.max_depth = 1.0f; - SDL_SetGPUViewport(render_pass, &viewport); - - // Setup scale and translation - // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. - struct UBO { float scale[2]; float translation[2]; } ubo; - ubo.scale[0] = 2.0f / draw_data->DisplaySize.x; - ubo.scale[1] = 2.0f / draw_data->DisplaySize.y; - ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0]; - ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1]; - SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO)); -} - -static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage) -{ - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - - // FIXME-OPT: Not optimal, but this is fairly rarely called. - SDL_WaitForGPUIdle(v->Device); - SDL_ReleaseGPUBuffer(v->Device, *buffer); - SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer); - - SDL_GPUBufferCreateInfo buffer_info = {}; - buffer_info.usage = usage; - buffer_info.size = new_size; - buffer_info.props = 0; - *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info); - *old_size = new_size; - IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information"); - - SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; - transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; - transferbuffer_info.size = new_size; - *transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); - IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information"); -} - -// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound! -// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example), -// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering. -void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); - int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0) - return; - - // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. - // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). - if (draw_data->Textures != nullptr) - for (ImTextureData* tex : *draw_data->Textures) - if (tex->Status != ImTextureStatus_OK) - ImGui_ImplSDLGPU3_UpdateTexture(tex); - - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; - - uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); - uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); - if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size) - CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX); - if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size) - CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX); - - ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true); - ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true); - for (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, fd->VertexTransferBuffer); - SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer); - - SDL_GPUTransferBufferLocation vertex_buffer_location = {}; - vertex_buffer_location.offset = 0; - vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer; - SDL_GPUTransferBufferLocation index_buffer_location = {}; - index_buffer_location.offset = 0; - index_buffer_location.transfer_buffer = fd->IndexTransferBuffer; - - SDL_GPUBufferRegion vertex_buffer_region = {}; - vertex_buffer_region.buffer = fd->VertexBuffer; - vertex_buffer_region.offset = 0; - vertex_buffer_region.size = vertex_size; - - SDL_GPUBufferRegion index_buffer_region = {}; - index_buffer_region.buffer = fd->IndexBuffer; - index_buffer_region.offset = 0; - index_buffer_region.size = index_size; - - SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer); - SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true); - SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true); - SDL_EndGPUCopyPass(copy_pass); -} - -void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); - int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0) - return; - - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; - - if (pipeline == nullptr) - pipeline = bd->Pipeline; - - 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) - { - // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); - else - pcmd->UserCallback(draw_list, pcmd); - } - else - { - // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); - ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); - - // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds - if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } - if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } - if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } - if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } - if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) - continue; - - // Apply scissor/clipping rectangle - SDL_Rect scissor_rect = {}; - scissor_rect.x = (int)clip_min.x; - scissor_rect.y = (int)clip_min.y; - scissor_rect.w = (int)(clip_max.x - clip_min.x); - scissor_rect.h = (int)(clip_max.y - clip_min.y); - SDL_SetGPUScissor(render_pass,&scissor_rect); - - // Bind DescriptorSet with font or user texture - SDL_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); -} - -static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex) -{ - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData; - if (backend_tex == nullptr) - return; - SDL_GPUTextureSamplerBinding* binding = (SDL_GPUTextureSamplerBinding*)(intptr_t)tex->BackendUserData; - IM_ASSERT(backend_tex->Texture == binding->texture); - SDL_ReleaseGPUTexture(bd->InitInfo.Device, backend_tex->Texture); - IM_DELETE(backend_tex); - - // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) - tex->SetTexID(ImTextureID_Invalid); - tex->SetStatus(ImTextureStatus_Destroyed); - tex->BackendUserData = nullptr; -} - -void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex) -{ - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - - if (tex->Status == ImTextureStatus_WantCreate) - { - // Create and upload new texture to graphics system - //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); - IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); - IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); - ImGui_ImplSDLGPU3_Texture* backend_tex = IM_NEW(ImGui_ImplSDLGPU3_Texture)(); - - // Create texture - SDL_GPUTextureCreateInfo texture_info = {}; - texture_info.type = SDL_GPU_TEXTURETYPE_2D; - texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; - texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER; - texture_info.width = tex->Width; - texture_info.height = tex->Height; - texture_info.layer_count_or_depth = 1; - texture_info.num_levels = 1; - texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1; - - backend_tex->Texture = SDL_CreateGPUTexture(v->Device, &texture_info); - backend_tex->TextureSamplerBinding.texture = backend_tex->Texture; - backend_tex->TextureSamplerBinding.sampler = bd->TexSampler; - IM_ASSERT(backend_tex->Texture && "Failed to create font texture, call SDL_GetError() for more info"); - - // Store identifiers - tex->SetTexID((ImTextureID)(intptr_t)&backend_tex->TextureSamplerBinding); - tex->BackendUserData = backend_tex; - } - - if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) - { - ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData; - IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); - - // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! - // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. - // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. - const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; - const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; - const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; - const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; - uint32_t upload_pitch = upload_w * tex->BytesPerPixel; - uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel; - - // Create transfer buffer - if (bd->TexTransferBufferSize < upload_size) - { - SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); - SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; - transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; - transferbuffer_info.size = upload_size + 1024; - bd->TexTransferBufferSize = upload_size + 1024; - bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); - IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information"); - } - - // Copy to transfer buffer - { - void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true); - for (int y = 0; y < upload_h; y++) - memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch); - SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer); - } - - SDL_GPUTextureTransferInfo transfer_info = {}; - transfer_info.offset = 0; - transfer_info.transfer_buffer = bd->TexTransferBuffer; - - SDL_GPUTextureRegion texture_region = {}; - texture_region.texture = backend_tex->Texture; - texture_region.x = (Uint32)upload_x; - texture_region.y = (Uint32)upload_y; - texture_region.w = (Uint32)upload_w; - texture_region.h = (Uint32)upload_h; - texture_region.d = 1; - - // Upload - { - SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device); - SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd); - SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false); - SDL_EndGPUCopyPass(copy_pass); - SDL_SubmitGPUCommandBuffer(cmd); - } - - tex->SetStatus(ImTextureStatus_OK); - } - if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) - ImGui_ImplSDLGPU3_DestroyTexture(tex); -} - -static void ImGui_ImplSDLGPU3_CreateShaders() -{ - // Create the shader modules - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - - const char* driver = SDL_GetGPUDeviceDriver(v->Device); - - SDL_GPUShaderCreateInfo vertex_shader_info = {}; - vertex_shader_info.entrypoint = "main"; - vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX; - vertex_shader_info.num_uniform_buffers = 1; - vertex_shader_info.num_storage_buffers = 0; - vertex_shader_info.num_storage_textures = 0; - vertex_shader_info.num_samplers = 0; - - SDL_GPUShaderCreateInfo fragment_shader_info = {}; - fragment_shader_info.entrypoint = "main"; - fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT; - fragment_shader_info.num_samplers = 1; - fragment_shader_info.num_storage_buffers = 0; - fragment_shader_info.num_storage_textures = 0; - fragment_shader_info.num_uniform_buffers = 0; - - if (strcmp(driver, "vulkan") == 0) - { - vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV; - vertex_shader_info.code = spirv_vertex; - vertex_shader_info.code_size = sizeof(spirv_vertex); - fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV; - fragment_shader_info.code = spirv_fragment; - fragment_shader_info.code_size = sizeof(spirv_fragment); - } - else if (strcmp(driver, "direct3d12") == 0) - { - vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC; - vertex_shader_info.code = dxbc_vertex; - vertex_shader_info.code_size = sizeof(dxbc_vertex); - fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC; - fragment_shader_info.code = dxbc_fragment; - fragment_shader_info.code_size = sizeof(dxbc_fragment); - } -#ifdef __APPLE__ - else - { - vertex_shader_info.entrypoint = "main0"; - vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; - vertex_shader_info.code = metallib_vertex; - vertex_shader_info.code_size = sizeof(metallib_vertex); - fragment_shader_info.entrypoint = "main0"; - fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; - fragment_shader_info.code = metallib_fragment; - fragment_shader_info.code_size = sizeof(metallib_fragment); - } -#endif - bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info); - bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info); - IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information"); - IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information"); -} - -static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline() -{ - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - ImGui_ImplSDLGPU3_CreateShaders(); - - SDL_GPUVertexBufferDescription vertex_buffer_desc[1]; - vertex_buffer_desc[0].slot = 0; - vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX; - vertex_buffer_desc[0].instance_step_rate = 0; - vertex_buffer_desc[0].pitch = sizeof(ImDrawVert); - - SDL_GPUVertexAttribute vertex_attributes[3]; - vertex_attributes[0].buffer_slot = 0; - vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2; - vertex_attributes[0].location = 0; - vertex_attributes[0].offset = offsetof(ImDrawVert,pos); - - vertex_attributes[1].buffer_slot = 0; - vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2; - vertex_attributes[1].location = 1; - vertex_attributes[1].offset = offsetof(ImDrawVert, uv); - - vertex_attributes[2].buffer_slot = 0; - vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM; - vertex_attributes[2].location = 2; - vertex_attributes[2].offset = offsetof(ImDrawVert, col); - - SDL_GPUVertexInputState vertex_input_state = {}; - vertex_input_state.num_vertex_attributes = 3; - vertex_input_state.vertex_attributes = vertex_attributes; - vertex_input_state.num_vertex_buffers = 1; - vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc; - - SDL_GPURasterizerState rasterizer_state = {}; - rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL; - rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE; - rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE; - rasterizer_state.enable_depth_bias = false; - rasterizer_state.enable_depth_clip = false; - - SDL_GPUMultisampleState multisample_state = {}; - multisample_state.sample_count = v->MSAASamples; - multisample_state.enable_mask = false; - - SDL_GPUDepthStencilState depth_stencil_state = {}; - depth_stencil_state.enable_depth_test = false; - depth_stencil_state.enable_depth_write = false; - depth_stencil_state.enable_stencil_test = false; - - SDL_GPUColorTargetBlendState blend_state = {}; - blend_state.enable_blend = true; - blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA; - blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA; - blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD; - blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE; - blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA; - blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD; - blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A; - - SDL_GPUColorTargetDescription color_target_desc[1]; - color_target_desc[0].format = v->ColorTargetFormat; - color_target_desc[0].blend_state = blend_state; - - SDL_GPUGraphicsPipelineTargetInfo target_info = {}; - target_info.num_color_targets = 1; - target_info.color_target_descriptions = color_target_desc; - target_info.has_depth_stencil_target = false; - - SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {}; - pipeline_info.vertex_shader = bd->VertexShader; - pipeline_info.fragment_shader = bd->FragmentShader; - pipeline_info.vertex_input_state = vertex_input_state; - pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; - pipeline_info.rasterizer_state = rasterizer_state; - pipeline_info.multisample_state = multisample_state; - pipeline_info.depth_stencil_state = depth_stencil_state; - pipeline_info.target_info = target_info; - - bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info); - IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information"); -} - -void ImGui_ImplSDLGPU3_CreateDeviceObjects() -{ - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - - ImGui_ImplSDLGPU3_DestroyDeviceObjects(); - - if (bd->TexSampler == nullptr) - { - // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. - SDL_GPUSamplerCreateInfo sampler_info = {}; - sampler_info.min_filter = SDL_GPU_FILTER_LINEAR; - sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR; - sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR; - sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; - sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; - sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; - sampler_info.mip_lod_bias = 0.0f; - sampler_info.min_lod = -1000.0f; - sampler_info.max_lod = 1000.0f; - sampler_info.enable_anisotropy = false; - sampler_info.max_anisotropy = 1.0f; - sampler_info.enable_compare = false; - - bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info); - IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information"); - } - - ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); -} - -void ImGui_ImplSDLGPU3_DestroyFrameData() -{ - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - - ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; - SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer); - SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer); - SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer); - SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer); - fd->VertexBuffer = fd->IndexBuffer = nullptr; - fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr; - fd->VertexBufferSize = fd->IndexBufferSize = 0; -} - -void ImGui_ImplSDLGPU3_DestroyDeviceObjects() -{ - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - - ImGui_ImplSDLGPU3_DestroyFrameData(); - - // Destroy all textures - for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) - if (tex->RefCount == 1) - ImGui_ImplSDLGPU3_DestroyTexture(tex); - if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; } - if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; } - if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; } - if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; } - if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; } -} - -bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info) -{ - ImGuiIO& io = ImGui::GetIO(); - IMGUI_CHECKVERSION(); - IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - - // Setup backend capabilities flags - ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)(); - io.BackendRendererUserData = (void*)bd; - io.BackendRendererName = "imgui_impl_sdlgpu3"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. - - IM_ASSERT(info->Device != nullptr); - IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID); - - bd->InitInfo = *info; - - return true; -} - -void ImGui_ImplSDLGPU3_Shutdown() -{ - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - - ImGui_ImplSDLGPU3_DestroyDeviceObjects(); - io.BackendRendererName = nullptr; - io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); - IM_DELETE(bd); -} - -void ImGui_ImplSDLGPU3_NewFrame() -{ - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?"); - - if (!bd->TexSampler) - ImGui_ImplSDLGPU3_CreateDeviceObjects(); -} - -#endif // #ifndef IMGUI_DISABLE |
