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diff --git a/libs/imgui-1.92.1/backends/imgui_impl_sdlgpu3.cpp b/libs/imgui-1.92.1/backends/imgui_impl_sdlgpu3.cpp
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+// 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