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WIP - Backends: SDLGPU3: reusing texture transfer buffer.
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1 changed files with 38 additions and 26 deletions
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@ -57,10 +57,12 @@ struct ImGui_ImplSDLGPU3_Data
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ImGui_ImplSDLGPU3_InitInfo InitInfo;
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// Graphics pipeline & shaders
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SDL_GPUShader* VertexShader = nullptr;
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SDL_GPUShader* FragmentShader = nullptr;
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SDL_GPUGraphicsPipeline* Pipeline = nullptr;
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SDL_GPUSampler* TexSampler = nullptr;
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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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SDL_GPUSampler* TexSampler = nullptr;
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SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
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uint32_t TexTransferBufferSize = 0;
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// Frame data for main window
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ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
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@ -333,22 +335,29 @@ void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
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uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
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uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
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// Create all the upload structures and upload:
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SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
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transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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transferbuffer_info.size = upload_size;
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// Create transfer buffer
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if (bd->TexTransferBufferSize < upload_size)
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{
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SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
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SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
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transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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transferbuffer_info.size = upload_size + 1024;
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bd->TexTransferBufferSize = upload_size + 1024;
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bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
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IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
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}
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SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
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IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
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void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false);
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for (int y = 0; y < upload_h; y++)
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memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
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SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer);
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// Copy to transfer buffer
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{
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void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, false);
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for (int y = 0; y < upload_h; y++)
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memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
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SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
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}
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SDL_GPUTextureTransferInfo transfer_info = {};
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transfer_info.offset = 0;
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transfer_info.transfer_buffer = transferbuffer;
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transfer_info.transfer_buffer = bd->TexTransferBuffer;
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SDL_GPUTextureRegion texture_region = {};
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texture_region.texture = backend_tex->Texture;
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@ -358,12 +367,14 @@ void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
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texture_region.h = (Uint32)upload_h;
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texture_region.d = 1;
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SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
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SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
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SDL_UploadToGPUTexture(copy_pass, &transfer_info, &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->Device, transferbuffer);
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// Upload
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{
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SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
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SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
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SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
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SDL_EndGPUCopyPass(copy_pass);
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SDL_SubmitGPUCommandBuffer(cmd);
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}
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tex->Status = ImTextureStatus_OK;
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}
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@ -588,10 +599,11 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
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tex->Status = ImTextureStatus_WantDestroy;
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ImGui_ImplSDLGPU3_UpdateTexture(tex);
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}
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if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;}
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if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;}
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if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr;}
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if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;}
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if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
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if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
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if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
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if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; }
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if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
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}
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bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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