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620 lines
28 KiB
C++
620 lines
28 KiB
C++
// dear imgui: Renderer Backend for SDL_GPU
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// This needs to be used along with the SDL3 Platform Backend
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// Implemented features:
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// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Missing features:
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// [ ] Renderer: Multi-viewport support (multiple windows).
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// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
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// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
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// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
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// CHANGELOG
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// 2025-01-09: SDL_Gpu: Added the SDL_GPU3 backend.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_sdlgpu3.h"
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#include "imgui_impl_sdlgpu3_shaders.h"
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// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
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struct ImGui_ImplSDLGPU3_FrameData
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{
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SDL_GPUBuffer* VertexBuffer = nullptr;
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SDL_GPUBuffer* IndexBuffer = nullptr;
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uint32_t VertexBufferSize = 0;
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uint32_t IndexBufferSize = 0;
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};
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// SDL_GPU Data
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struct ImGui_ImplSDLGPU3_Data
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{
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ImGui_ImplSDLGPU3_InitInfo GPUInitInfo;
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// Graphics pipeline & shaders
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SDL_GPUShader* VertexShader = nullptr;
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SDL_GPUShader* FragmentShader = nullptr;
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SDL_GPUGraphicsPipeline* Pipeline = nullptr;
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// Font data
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SDL_GPUSampler* FontSampler = nullptr;
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SDL_GPUTexture* FontTexture = nullptr;
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SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
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// Frame data for main window
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ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
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};
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// Forward Declarations
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static bool ImGui_ImplSDLGPU3_CreateDeviceObjects();
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static void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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static void ImGui_ImplSDLGPU3_DestroyFrameData();
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//-----------------------------------------------------------------------------
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// FUNCTIONS
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//-----------------------------------------------------------------------------
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support has never been tested.
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static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
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{
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//ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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// Bind graphics pipeline
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SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
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// Bind Vertex And Index Buffers
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if (draw_data->TotalVtxCount > 0)
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{
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SDL_GPUBufferBinding vertex_buffer_binding = {};
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vertex_buffer_binding.buffer = fd->VertexBuffer;
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vertex_buffer_binding.offset = 0;
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SDL_GPUBufferBinding index_buffer_binding = {};
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index_buffer_binding.buffer = fd->IndexBuffer;
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index_buffer_binding.offset = 0;
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SDL_BindGPUVertexBuffers(render_pass,0,&vertex_buffer_binding,1);
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SDL_BindGPUIndexBuffer(render_pass,&index_buffer_binding,sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
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}
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// Setup viewport
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SDL_GPUViewport viewport = {};
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viewport.x = 0;
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viewport.y = 0;
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viewport.w = (float)fb_width;
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viewport.h = (float)fb_height;
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viewport.min_depth = 0.0f;
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viewport.min_depth = 1.0f;
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SDL_SetGPUViewport(render_pass,&viewport);
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// Setup scale and translation
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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struct UBO { float scale[2]; float translation[2]; } ubo;
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ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
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ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
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ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
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ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
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SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
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}
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static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
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SDL_WaitForGPUIdle(v->GpuDevice);
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SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer);
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SDL_GPUBufferCreateInfo buffer_info = {};
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buffer_info.usage = usage;
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buffer_info.size = new_size;
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buffer_info.props = 0;
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*buffer = SDL_CreateGPUBuffer(v->GpuDevice, &buffer_info);
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*old_size = new_size;
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IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
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}
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// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
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// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
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// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
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void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
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return;
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
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ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
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uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
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uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
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if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
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CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
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if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
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CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
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// FIXME: It feels like more code could be shared there.
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SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {};
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vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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vertex_transferbuffer_info.size = vertex_size;
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SDL_GPUTransferBufferCreateInfo index_transferbuffer_info = {};
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index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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index_transferbuffer_info.size = index_size;
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SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &vertex_transferbuffer_info);
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IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information");
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SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &index_transferbuffer_info);
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IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information");
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ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer, true);
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ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice, index_transferbuffer, true);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += draw_list->VtxBuffer.Size;
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idx_dst += draw_list->IdxBuffer.Size;
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}
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SDL_UnmapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
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SDL_UnmapGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
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SDL_GPUTransferBufferLocation vertex_buffer_location = {};
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vertex_buffer_location.offset = 0;
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vertex_buffer_location.transfer_buffer = vertex_transferbuffer;
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SDL_GPUTransferBufferLocation index_buffer_location = {};
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index_buffer_location.offset = 0;
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index_buffer_location.transfer_buffer = index_transferbuffer;
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SDL_GPUBufferRegion vertex_buffer_region = {};
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vertex_buffer_region.buffer = fd->VertexBuffer;
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vertex_buffer_region.offset = 0;
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vertex_buffer_region.size = vertex_size;
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SDL_GPUBufferRegion index_buffer_region = {};
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index_buffer_region.buffer = fd->IndexBuffer;
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index_buffer_region.offset = 0;
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index_buffer_region.size = index_size;
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SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
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SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region,true);
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SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region,true);
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SDL_EndGPUCopyPass(copy_pass);
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SDL_ReleaseGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
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SDL_ReleaseGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
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}
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void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0)
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return;
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
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if (pipeline == nullptr)
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pipeline = bd->Pipeline;
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_vtx_offset = 0;
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int global_idx_offset = 0;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != nullptr)
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{
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pcmd->UserCallback(draw_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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// Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
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if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply scissor/clipping rectangle
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SDL_Rect scissor_rect = {};
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scissor_rect.x = (int)clip_min.x;
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scissor_rect.y = (int)clip_min.y;
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scissor_rect.w = (int)(clip_max.x - clip_min.x);
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scissor_rect.h = (int)(clip_max.y - clip_min.y);
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SDL_SetGPUScissor(render_pass,&scissor_rect);
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// Bind DescriptorSet with font or user texture
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SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
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// Draw
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SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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}
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}
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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// Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
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// 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
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// In theory we should aim to backup/restore those values but I am not sure this is possible.
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// 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)
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SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
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SDL_SetGPUScissor(render_pass, &scissor_rect);
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}
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bool ImGui_ImplSDLGPU3_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
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// Destroy existing texture (if any)
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if (bd->FontTexture)
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{
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SDL_WaitForGPUIdle(v->GpuDevice);
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ImGui_ImplSDLGPU3_DestroyFontsTexture();
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}
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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uint32_t upload_size = width * height * 4 * sizeof(char);
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// Create the Image:
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{
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SDL_GPUTextureCreateInfo texture_info = {};
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texture_info.type = SDL_GPU_TEXTURETYPE_2D;
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texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
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texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
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texture_info.width = width;
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texture_info.height = height;
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texture_info.layer_count_or_depth = 1;
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texture_info.num_levels = 1;
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texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
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bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice, &texture_info);
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IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
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}
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// Assign the texture to the TextureSamplerBinding
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bd->FontBinding.texture = bd->FontTexture;
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// Create all the upload structures and upload:
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{
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SDL_GPUTransferBufferCreateInfo font_transferbuffer_info = {};
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font_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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font_transferbuffer_info.size = upload_size;
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SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &font_transferbuffer_info);
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IM_ASSERT(font_transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
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void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice, font_transferbuffer, false);
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memcpy(texture_ptr, pixels, upload_size);
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SDL_UnmapGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
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SDL_GPUTextureTransferInfo font_transfer_info = {};
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font_transfer_info.offset = 0;
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font_transfer_info.transfer_buffer = font_transferbuffer;
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SDL_GPUTextureRegion font_texture_region = {};
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font_texture_region.texture = bd->FontTexture;
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font_texture_region.w = width;
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font_texture_region.h = height;
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font_texture_region.d = 1;
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SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->GpuDevice);
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SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
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SDL_UploadToGPUTexture(copy_pass, &font_transfer_info, &font_texture_region, false);
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SDL_EndGPUCopyPass(copy_pass);
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SDL_SubmitGPUCommandBuffer(cmd);
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SDL_ReleaseGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
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}
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
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return true;
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}
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// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
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void ImGui_ImplSDLGPU3_DestroyFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
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if (bd->FontTexture)
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{
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SDL_ReleaseGPUTexture(v->GpuDevice, bd->FontTexture);
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bd->FontBinding.texture = nullptr;
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bd->FontTexture = nullptr;
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}
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io.Fonts->SetTexID(0);
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}
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static void Imgui_ImplSDLGPU3_CreateShaders()
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{
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// Create the shader modules
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
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const char* driver = SDL_GetGPUDeviceDriver(v->GpuDevice);
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SDL_GPUShaderCreateInfo vertex_shader_info = {};
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vertex_shader_info.entrypoint = "main";
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vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
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vertex_shader_info.num_uniform_buffers = 1;
|
|
vertex_shader_info.num_storage_buffers = 0;
|
|
vertex_shader_info.num_storage_textures = 0;
|
|
vertex_shader_info.num_samplers = 0;
|
|
|
|
SDL_GPUShaderCreateInfo fragment_shader_info = {};
|
|
fragment_shader_info.entrypoint = "main";
|
|
fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
|
|
fragment_shader_info.num_samplers = 1;
|
|
fragment_shader_info.num_storage_buffers = 0;
|
|
fragment_shader_info.num_storage_textures = 0;
|
|
fragment_shader_info.num_uniform_buffers = 0;
|
|
|
|
if (strcmp(driver, "vulkan") == 0)
|
|
{
|
|
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
|
|
vertex_shader_info.code = spirv_vertex;
|
|
vertex_shader_info.code_size = sizeof(spirv_vertex);
|
|
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
|
|
fragment_shader_info.code = spirv_fragment;
|
|
fragment_shader_info.code_size = sizeof(spirv_fragment);
|
|
}
|
|
else if (strcmp(driver, "direct3d12") == 0)
|
|
{
|
|
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
|
|
vertex_shader_info.code = dxbc_vertex;
|
|
vertex_shader_info.code_size = sizeof(dxbc_vertex);
|
|
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
|
|
fragment_shader_info.code = dxbc_fragment;
|
|
fragment_shader_info.code_size = sizeof(dxbc_fragment);
|
|
}
|
|
#ifdef __APPLE__
|
|
else
|
|
{
|
|
vertex_shader_info.entrypoint = "main0";
|
|
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
|
vertex_shader_info.code = metallib_vertex;
|
|
vertex_shader_info.code_size = sizeof(metallib_vertex);
|
|
fragment_shader_info.entrypoint = "main0";
|
|
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
|
fragment_shader_info.code = metallib_fragment;
|
|
fragment_shader_info.code_size = sizeof(metallib_fragment);
|
|
}
|
|
#endif
|
|
bd->VertexShader = SDL_CreateGPUShader(v->GpuDevice, &vertex_shader_info);
|
|
bd->FragmentShader = SDL_CreateGPUShader(v->GpuDevice, &fragment_shader_info);
|
|
IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
|
|
IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
|
|
}
|
|
|
|
static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
|
|
Imgui_ImplSDLGPU3_CreateShaders();
|
|
|
|
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
|
|
vertex_buffer_desc[0].slot = 0;
|
|
vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
|
|
vertex_buffer_desc[0].instance_step_rate = 0;
|
|
vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
|
|
|
|
SDL_GPUVertexAttribute vertex_attributes[3];
|
|
vertex_attributes[0].buffer_slot = 0;
|
|
vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
|
|
vertex_attributes[0].location = 0;
|
|
vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
|
|
|
|
vertex_attributes[1].buffer_slot = 0;
|
|
vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
|
|
vertex_attributes[1].location = 1;
|
|
vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
|
|
|
|
vertex_attributes[2].buffer_slot = 0;
|
|
vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
|
|
vertex_attributes[2].location = 2;
|
|
vertex_attributes[2].offset = offsetof(ImDrawVert, col);
|
|
|
|
SDL_GPUVertexInputState vertex_input_state = {};
|
|
vertex_input_state.num_vertex_attributes = 3;
|
|
vertex_input_state.vertex_attributes = vertex_attributes;
|
|
vertex_input_state.num_vertex_buffers = 1;
|
|
vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
|
|
|
|
SDL_GPURasterizerState rasterizer_state = {};
|
|
rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
|
|
rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
|
|
rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
|
|
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->GpuDevice, &pipeline_info);
|
|
IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
|
|
}
|
|
|
|
bool ImGui_ImplSDLGPU3_CreateDeviceObjects()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
|
|
|
|
if (!bd->FontSampler)
|
|
{
|
|
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
|
SDL_GPUSamplerCreateInfo sampler_info = {};
|
|
sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
|
|
sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
|
|
sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
|
|
sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
|
sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
|
sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
|
sampler_info.mip_lod_bias = 0.0f;
|
|
sampler_info.min_lod = -1000.0f;
|
|
sampler_info.max_lod = 1000.0f;
|
|
sampler_info.enable_anisotropy = true;
|
|
sampler_info.max_anisotropy = 1.0f;
|
|
sampler_info.enable_compare = false;
|
|
|
|
bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice, &sampler_info);
|
|
bd->FontBinding.sampler = bd->FontSampler;
|
|
IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
|
|
}
|
|
|
|
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_DestroyFrameData()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
|
|
|
|
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.VertexBuffer);
|
|
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.IndexBuffer);
|
|
bd->MainWindowFrameData.VertexBuffer = nullptr;
|
|
bd->MainWindowFrameData.IndexBuffer = nullptr;
|
|
bd->MainWindowFrameData.VertexBufferSize = 0;
|
|
bd->MainWindowFrameData.IndexBufferSize = 0;
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
|
|
|
|
ImGui_ImplSDLGPU3_DestroyFrameData();
|
|
ImGui_ImplSDLGPU3_DestroyFontsTexture();
|
|
|
|
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->VertexShader); bd->VertexShader = nullptr;}
|
|
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->FragmentShader); bd->FragmentShader = nullptr;}
|
|
if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->GpuDevice, bd->FontSampler); bd->FontSampler = nullptr;}
|
|
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->GpuDevice, bd->Pipeline); bd->Pipeline = nullptr;}
|
|
}
|
|
|
|
bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
|
|
io.BackendRendererUserData = (void*)bd;
|
|
io.BackendRendererName = "imgui_impl_sdlgpu3";
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
|
|
IM_ASSERT(info->GpuDevice != nullptr);
|
|
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
|
|
|
|
bd->GPUInitInfo = *info;
|
|
|
|
ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_Shutdown()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
|
io.BackendRendererName = nullptr;
|
|
io.BackendRendererUserData = nullptr;
|
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_NewFrame()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
|
|
|
|
if (!bd->FontTexture)
|
|
ImGui_ImplSDLGPU3_CreateFontsTexture();
|
|
}
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|