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Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. (#8534)
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2 changed files with 34 additions and 35 deletions
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@ -21,6 +21,7 @@
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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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// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
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// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
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// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
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// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
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@ -35,10 +36,12 @@
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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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SDL_GPUBuffer* VertexBuffer = nullptr;
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SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
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uint32_t VertexBufferSize = 0;
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SDL_GPUBuffer* IndexBuffer = nullptr;
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SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
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uint32_t IndexBufferSize = 0;
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};
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struct ImGui_ImplSDLGPU3_Data
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@ -114,14 +117,15 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
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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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static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, 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->InitInfo;
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// Even though this is fairly rarely called.
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// FIXME-OPT: Not optimal, but this is fairly rarely called.
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SDL_WaitForGPUIdle(v->Device);
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SDL_ReleaseGPUBuffer(v->Device, *buffer);
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SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
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SDL_GPUBufferCreateInfo buffer_info = {};
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buffer_info.usage = usage;
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@ -130,6 +134,12 @@ static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uin
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*buffer = SDL_CreateGPUBuffer(v->Device, &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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SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
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transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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transferbuffer_info.size = new_size;
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*transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
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IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer 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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@ -150,25 +160,12 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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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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CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &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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CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &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->Device, &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->Device, &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->Device, vertex_transferbuffer, true);
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ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, index_transferbuffer, true);
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ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
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ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, 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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@ -177,15 +174,15 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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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->Device, vertex_transferbuffer);
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SDL_UnmapGPUTransferBuffer(v->Device, index_transferbuffer);
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SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
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SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
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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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vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
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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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index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
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SDL_GPUBufferRegion vertex_buffer_region = {};
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vertex_buffer_region.buffer = fd->VertexBuffer;
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@ -201,8 +198,6 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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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->Device, index_transferbuffer);
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SDL_ReleaseGPUTransferBuffer(v->Device, 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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@ -547,12 +542,14 @@ void ImGui_ImplSDLGPU3_DestroyFrameData()
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.VertexBuffer);
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SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.IndexBuffer);
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bd->MainWindowFrameData.VertexBuffer = nullptr;
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bd->MainWindowFrameData.IndexBuffer = nullptr;
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bd->MainWindowFrameData.VertexBufferSize = 0;
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bd->MainWindowFrameData.IndexBufferSize = 0;
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ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
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SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
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SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
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SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
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SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
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fd->VertexBuffer = fd->IndexBuffer = nullptr;
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fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
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fd->VertexBufferSize = fd->IndexBufferSize = 0;
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}
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void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
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@ -63,6 +63,8 @@ Other changes:
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regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
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- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
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memory ownership change. (#8530, #7801) [@Green-Sky]
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- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers
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which were unusually slow to recreate every frame. Much faster now. (#8534)
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-----------------------------------------------------------------------
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