Download third_party/imgui/backends/imgui_impl_sdlgpu3.cpp from kimjunhan/vkgs-sim: direct link, hf CLI and curl.
- Browser
- Download file 28.8 kB
-
https://huggingface.co/kimjunhan/vkgs-sim/resolve/main/third_party/imgui/backends/imgui_impl_sdlgpu3.cpp
- Command line
-
hf download hf://kimjunhan/vkgs-sim/third_party/imgui/backends/imgui_impl_sdlgpu3.cpp
-
curl -L -o imgui_impl_sdlgpu3.cpp https://huggingface.co/kimjunhan/vkgs-sim/resolve/main/third_party/imgui/backends/imgui_impl_sdlgpu3.cpp
28.8 kB
| // dear imgui: Renderer Backend for SDL_GPU | |
| // This needs to be used along with the SDL3 Platform Backend | |
| // Implemented features: | |
| // [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID. | |
| // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. | |
| // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. | |
| // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ | |
| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | |
| // Learn about Dear ImGui: | |
| // - FAQ https://dearimgui.com/faq | |
| // - Getting Started https://dearimgui.com/getting-started | |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). | |
| // - Introduction, links and more at the top of imgui.cpp | |
| // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app. | |
| // - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData. | |
| // Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info. | |
| // CHANGELOG | |
| // 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device. | |
| // 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend. | |
| // SDL_GPU Data | |
| // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData() | |
| struct ImGui_ImplSDLGPU3_FrameData | |
| { | |
| SDL_GPUBuffer* VertexBuffer = nullptr; | |
| SDL_GPUBuffer* IndexBuffer = nullptr; | |
| uint32_t VertexBufferSize = 0; | |
| uint32_t IndexBufferSize = 0; | |
| }; | |
| struct ImGui_ImplSDLGPU3_Data | |
| { | |
| ImGui_ImplSDLGPU3_InitInfo InitInfo; | |
| // Graphics pipeline & shaders | |
| SDL_GPUShader* VertexShader = nullptr; | |
| SDL_GPUShader* FragmentShader = nullptr; | |
| SDL_GPUGraphicsPipeline* Pipeline = nullptr; | |
| // Font data | |
| SDL_GPUSampler* FontSampler = nullptr; | |
| SDL_GPUTexture* FontTexture = nullptr; | |
| SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr }; | |
| // Frame data for main window | |
| ImGui_ImplSDLGPU3_FrameData MainWindowFrameData; | |
| }; | |
| // Forward Declarations | |
| static void ImGui_ImplSDLGPU3_DestroyFrameData(); | |
| //----------------------------------------------------------------------------- | |
| // FUNCTIONS | |
| //----------------------------------------------------------------------------- | |
| // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts | |
| // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. | |
| // FIXME: multi-context support has never been tested. | |
| static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData() | |
| { | |
| return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; | |
| } | |
| static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height) | |
| { | |
| //ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| // Bind graphics pipeline | |
| SDL_BindGPUGraphicsPipeline(render_pass,pipeline); | |
| // Bind Vertex And Index Buffers | |
| if (draw_data->TotalVtxCount > 0) | |
| { | |
| SDL_GPUBufferBinding vertex_buffer_binding = {}; | |
| vertex_buffer_binding.buffer = fd->VertexBuffer; | |
| vertex_buffer_binding.offset = 0; | |
| SDL_GPUBufferBinding index_buffer_binding = {}; | |
| index_buffer_binding.buffer = fd->IndexBuffer; | |
| index_buffer_binding.offset = 0; | |
| SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1); | |
| SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT); | |
| } | |
| // Setup viewport | |
| SDL_GPUViewport viewport = {}; | |
| viewport.x = 0; | |
| viewport.y = 0; | |
| viewport.w = (float)fb_width; | |
| viewport.h = (float)fb_height; | |
| viewport.min_depth = 0.0f; | |
| viewport.max_depth = 1.0f; | |
| SDL_SetGPUViewport(render_pass, &viewport); | |
| // Setup scale and translation | |
| // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. | |
| struct UBO { float scale[2]; float translation[2]; } ubo; | |
| ubo.scale[0] = 2.0f / draw_data->DisplaySize.x; | |
| ubo.scale[1] = 2.0f / draw_data->DisplaySize.y; | |
| ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0]; | |
| ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1]; | |
| SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO)); | |
| } | |
| static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage) | |
| { | |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; | |
| // Even though this is fairly rarely called. | |
| SDL_WaitForGPUIdle(v->Device); | |
| SDL_ReleaseGPUBuffer(v->Device, *buffer); | |
| 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_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); | |
| } | |
| 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); | |
| } | |
| 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; | |
| if (!bd->FontSampler) | |
| { | |
| // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. | |
| SDL_GPUSamplerCreateInfo sampler_info = {}; | |
| sampler_info.min_filter = SDL_GPU_FILTER_LINEAR; | |
| sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR; | |
| sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR; | |
| sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; | |
| sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; | |
| sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; | |
| sampler_info.mip_lod_bias = 0.0f; | |
| sampler_info.min_lod = -1000.0f; | |
| sampler_info.max_lod = 1000.0f; | |
| sampler_info.enable_anisotropy = false; | |
| sampler_info.max_anisotropy = 1.0f; | |
| sampler_info.enable_compare = false; | |
| bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info); | |
| bd->FontBinding.sampler = bd->FontSampler; | |
| IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information"); | |
| } | |
| ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); | |
| ImGui_ImplSDLGPU3_CreateFontsTexture(); | |
| } | |
| void ImGui_ImplSDLGPU3_DestroyFrameData() | |
| { | |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; | |
| SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.VertexBuffer); | |
| SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.IndexBuffer); | |
| bd->MainWindowFrameData.VertexBuffer = nullptr; | |
| bd->MainWindowFrameData.IndexBuffer = nullptr; | |
| bd->MainWindowFrameData.VertexBufferSize = 0; | |
| bd->MainWindowFrameData.IndexBufferSize = 0; | |
| } | |
| void ImGui_ImplSDLGPU3_DestroyDeviceObjects() | |
| { | |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; | |
| ImGui_ImplSDLGPU3_DestroyFrameData(); | |
| ImGui_ImplSDLGPU3_DestroyFontsTexture(); | |
| 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->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = 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. | |
| IM_ASSERT(info->Device != nullptr); | |
| IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID); | |
| bd->InitInfo = *info; | |
| ImGui_ImplSDLGPU3_CreateDeviceObjects(); | |
| return true; | |
| } | |
| void ImGui_ImplSDLGPU3_Shutdown() | |
| { | |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGui_ImplSDLGPU3_DestroyDeviceObjects(); | |
| io.BackendRendererName = nullptr; | |
| io.BackendRendererUserData = nullptr; | |
| io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; | |
| IM_DELETE(bd); | |
| } | |
| void ImGui_ImplSDLGPU3_NewFrame() | |
| { | |
| ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?"); | |
| if (!bd->FontTexture) | |
| ImGui_ImplSDLGPU3_CreateFontsTexture(); | |
| } | |