diff --git a/backends/imgui_impl_sdlgpu3.cpp b/backends/imgui_impl_sdlgpu3.cpp
index 31e899b77..e681efdc3 100644
--- a/backends/imgui_impl_sdlgpu3.cpp
+++ b/backends/imgui_impl_sdlgpu3.cpp
@@ -1,4 +1,4 @@
-// dear imgui: Renderer Backend for SDL_Gpu
+// dear imgui: Renderer Backend for SDL_GPU
// This needs to be used along with the SDL3 Platform Backend
// Implemented features:
@@ -17,19 +17,19 @@
// - 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.
-// - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
+// - 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
-// 2024-11-18: SDL_Gpu: Added the SDL_Gpu backend.
+// 2025-01-09: SDL_Gpu: Added the SDL_GPU3 backend.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlgpu3.h"
#include "imgui_impl_sdlgpu3_shaders.h"
-// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU_RenderDrawData()
-struct ImGui_ImplSDLGPU_FrameData
+// 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;
@@ -37,10 +37,10 @@ struct ImGui_ImplSDLGPU_FrameData
uint32_t IndexBufferSize = 0;
};
-// SDL_Gpu Data
-struct ImGui_ImplSDLGPU_Data
+// SDL_GPU Data
+struct ImGui_ImplSDLGPU3_Data
{
- ImGui_ImplSDLGPU_InitInfo GPUInitInfo;
+ ImGui_ImplSDLGPU3_InitInfo GPUInitInfo;
// Graphics pipeline & shaders
SDL_GPUShader* VertexShader = nullptr;
@@ -50,16 +50,16 @@ struct ImGui_ImplSDLGPU_Data
// Font data
SDL_GPUSampler* FontSampler = nullptr;
SDL_GPUTexture* FontTexture = nullptr;
- SDL_GPUTextureSamplerBinding FontBinding = {nullptr,nullptr};
+ SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
// Frame data for main window
- ImGui_ImplSDLGPU_FrameData MainWindowFrameData;
+ ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
};
// Forward Declarations
-static bool ImGui_ImplSDLGPU_CreateDeviceObjects();
-static void ImGui_ImplSDLGPU_DestroyDeviceObjects();
-static void ImGui_ImplSDLGPU_DestroyFrameData();
+static bool ImGui_ImplSDLGPU3_CreateDeviceObjects();
+static void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
+static void ImGui_ImplSDLGPU3_DestroyFrameData();
//-----------------------------------------------------------------------------
// FUNCTIONS
@@ -68,38 +68,19 @@ static void ImGui_ImplSDLGPU_DestroyFrameData();
// 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_ImplSDLGPU_Data* ImGui_ImplSDLGPU_GetBackendData()
+static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
{
- return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
-static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer,uint32_t* old_size, uint32_t new_size,SDL_GPUBufferUsageFlags usage)
+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_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
- ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+ //ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
- SDL_WaitForGPUIdle(v->GpuDevice);
- SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer);
+ // Bind graphics pipeline
+ SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
- SDL_GPUBufferCreateInfo buffer_info = {};
- buffer_info.usage = usage;
- buffer_info.size = new_size;
- buffer_info.props = 0;
- *buffer = SDL_CreateGPUBuffer(v->GpuDevice,&buffer_info);
- *old_size = new_size;
- IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
-}
-
-static void ImGui_ImplSDLGPU_SetupRenderState(ImDrawData* draw_data,SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer,SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
-{
- ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
-
- // Bind graphics pipeline:
- {
- SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
- }
-
- // Bind Vertex And Index Buffers:
+ // Bind Vertex And Index Buffers
if (draw_data->TotalVtxCount > 0)
{
SDL_GPUBufferBinding vertex_buffer_binding = {};
@@ -112,56 +93,66 @@ static void ImGui_ImplSDLGPU_SetupRenderState(ImDrawData* draw_data,SDL_GPUGraph
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 = fb_width;
- viewport.h = fb_height;
- viewport.min_depth = 0.0f;
- viewport.min_depth = 1.0f;
- SDL_SetGPUViewport(render_pass,&viewport);
- }
+ // 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.min_depth = 1.0f;
+ SDL_SetGPUViewport(render_pass,&viewport);
- // Setup scale and translation:
+ // 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));
- }
+ 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));
}
-// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound
+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->GPUInitInfo;
+
+ SDL_WaitForGPUIdle(v->GpuDevice);
+ SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer);
+
+ SDL_GPUBufferCreateInfo buffer_info = {};
+ buffer_info.usage = usage;
+ buffer_info.size = new_size;
+ buffer_info.props = 0;
+ *buffer = SDL_CreateGPUBuffer(v->GpuDevice, &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_ImplSDLGPU_RenderDrawData to another function that needs to be called by the user before rendering
-void Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data,SDL_GPUCommandBuffer* command_buffer)
+// 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)
+ if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
return;
- ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
- ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
- ImGui_ImplSDLGPU_FrameData* fd = &bd->MainWindowFrameData;
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
+ 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->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);
+ 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;
@@ -169,22 +160,23 @@ void Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data,SDL_GPUCommandBuffer
index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
index_transferbuffer_info.size = index_size;
- SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice,&vertex_transferbuffer_info);
+ SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &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->GpuDevice,&index_transferbuffer_info);
+ SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &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->GpuDevice,vertex_transferbuffer,true);
- ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice,index_transferbuffer,true);
- for(int n = 0; n < draw_data->CmdListsCount; n++){
+ ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer, true);
+ ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice, 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->GpuDevice,vertex_transferbuffer);
- SDL_UnmapGPUTransferBuffer(v->GpuDevice,index_transferbuffer);
+ SDL_UnmapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
+ SDL_UnmapGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
SDL_GPUTransferBufferLocation vertex_buffer_location = {};
vertex_buffer_location.offset = 0;
@@ -197,34 +189,35 @@ void Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data,SDL_GPUCommandBuffer
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_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->GpuDevice, index_transferbuffer);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
}
-void ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
+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)
+ if (fb_width <= 0 || fb_height <= 0)
return;
- ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
- ImGui_ImplSDLGPU_FrameData* fd = &bd->MainWindowFrameData;
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
if (pipeline == nullptr)
pipeline = bd->Pipeline;
- ImGui_ImplSDLGPU_SetupRenderState(draw_data,pipeline,command_buffer,render_pass,fd,fb_width,fb_height);
+ 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
@@ -267,10 +260,10 @@ void ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer
SDL_SetGPUScissor(render_pass,&scissor_rect);
// Bind DescriptorSet with font or user texture
- SDL_BindGPUFragmentSamplers(render_pass,0,(SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(),1);
+ 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);
+ 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;
@@ -281,21 +274,21 @@ void ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer
// 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);
+ SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
+ SDL_SetGPUScissor(render_pass, &scissor_rect);
}
-bool ImGui_ImplSDLGPU_CreateFontsTexture()
+bool ImGui_ImplSDLGPU3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
- ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
// Destroy existing texture (if any)
if (bd->FontTexture)
{
SDL_WaitForGPUIdle(v->GpuDevice);
- ImGui_ImplSDLGPU_DestroyFontsTexture();
+ ImGui_ImplSDLGPU3_DestroyFontsTexture();
}
unsigned char* pixels;
@@ -315,7 +308,7 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
texture_info.num_levels = 1;
texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
- bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice,&texture_info);
+ bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice, &texture_info);
IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
}
@@ -328,12 +321,12 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
font_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
font_transferbuffer_info.size = upload_size;
- SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice,&font_transferbuffer_info);
+ SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &font_transferbuffer_info);
IM_ASSERT(font_transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
- void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice,font_transferbuffer,false);
- memcpy(texture_ptr,pixels,upload_size);
- SDL_UnmapGPUTransferBuffer(v->GpuDevice,font_transferbuffer);
+ void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice, font_transferbuffer, false);
+ memcpy(texture_ptr, pixels, upload_size);
+ SDL_UnmapGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
SDL_GPUTextureTransferInfo font_transfer_info = {};
font_transfer_info.offset = 0;
@@ -347,7 +340,7 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->GpuDevice);
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
- SDL_UploadToGPUTexture(copy_pass,&font_transfer_info,&font_texture_region,false);
+ SDL_UploadToGPUTexture(copy_pass, &font_transfer_info, &font_texture_region, false);
SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPUCommandBuffer(cmd);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
@@ -359,28 +352,26 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
return true;
}
-// You probably never need to call this, as it is called by ImGui_ImplSDLGPU_CreateFontsTexture() and ImGui_ImplSDLGPU_Shutdown().
-void ImGui_ImplSDLGPU_DestroyFontsTexture()
+// 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_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
- ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
-
- if(bd->FontTexture)
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
+ if (bd->FontTexture)
{
- SDL_ReleaseGPUTexture(v->GpuDevice,bd->FontTexture);
+ SDL_ReleaseGPUTexture(v->GpuDevice, bd->FontTexture);
bd->FontBinding.texture = nullptr;
bd->FontTexture = nullptr;
}
-
io.Fonts->SetTexID(0);
}
-static void Imgui_ImplSDLGPU_CreateShaders()
+static void Imgui_ImplSDLGPU3_CreateShaders()
{
// Create the shader modules
- ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
- ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
const char* driver = SDL_GetGPUDeviceDriver(v->GpuDevice);
@@ -400,22 +391,20 @@ static void Imgui_ImplSDLGPU_CreateShaders()
fragment_shader_info.num_storage_textures = 0;
fragment_shader_info.num_uniform_buffers = 0;
- if(strcmp(driver,"vulkan") == 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)
+ 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);
@@ -427,25 +416,23 @@ static void Imgui_ImplSDLGPU_CreateShaders()
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);
-
+ 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_ImplSDLGPU_CreateGraphicsPipeline()
+static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
{
- ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
- ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
- Imgui_ImplSDLGPU_CreateShaders();
+ 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;
@@ -520,14 +507,14 @@ static void ImGui_ImplSDLGPU_CreateGraphicsPipeline()
pipeline_info.depth_stencil_state = depth_stencil_state;
pipeline_info.target_info = target_info;
- bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->GpuDevice,&pipeline_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_ImplSDLGPU_CreateDeviceObjects()
+bool ImGui_ImplSDLGPU3_CreateDeviceObjects()
{
- ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
- ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
if (!bd->FontSampler)
{
@@ -546,53 +533,53 @@ bool ImGui_ImplSDLGPU_CreateDeviceObjects()
sampler_info.max_anisotropy = 1.0f;
sampler_info.enable_compare = false;
- bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice,&sampler_info);
+ 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_ImplSDLGPU_CreateGraphicsPipeline();
+ ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
return true;
}
-void ImGui_ImplSDLGPU_DestroyFrameData()
+void ImGui_ImplSDLGPU3_DestroyFrameData()
{
- ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
- ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+ 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);
+ 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_ImplSDLGPU_DestroyDeviceObjects()
+void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
{
- ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
- ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
- ImGui_ImplSDLGPU_DestroyFrameData();
- ImGui_ImplSDLGPU_DestroyFontsTexture();
+ 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;}
+ 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_ImplSDLGPU_Init(ImGui_ImplSDLGPU_InitInfo* info)
+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_ImplSDLGPU_Data* bd = IM_NEW(ImGui_ImplSDLGPU_Data)();
+ ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
io.BackendRendererUserData = (void*)bd;
- io.BackendRendererName = "imgui_impl_sdlgpu";
+ 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);
@@ -600,31 +587,31 @@ bool ImGui_ImplSDLGPU_Init(ImGui_ImplSDLGPU_InitInfo* info)
bd->GPUInitInfo = *info;
- ImGui_ImplSDLGPU_CreateDeviceObjects();
+ ImGui_ImplSDLGPU3_CreateDeviceObjects();
return true;
}
-void ImGui_ImplSDLGPU_Shutdown()
+void ImGui_ImplSDLGPU3_Shutdown()
{
- ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLGPU_DestroyDeviceObjects();
+ ImGui_ImplSDLGPU3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
-void ImGui_ImplSDLGPU_NewFrame()
+void ImGui_ImplSDLGPU3_NewFrame()
{
- ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
+ 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_ImplSDLGPU_CreateFontsTexture();
+ if (!bd->FontTexture)
+ ImGui_ImplSDLGPU3_CreateFontsTexture();
}
#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_sdlgpu3.h b/backends/imgui_impl_sdlgpu3.h
index 18d3001e4..ff9c751c8 100644
--- a/backends/imgui_impl_sdlgpu3.h
+++ b/backends/imgui_impl_sdlgpu3.h
@@ -1,4 +1,4 @@
-// dear imgui: Renderer Backend for SDL_Gpu
+// dear imgui: Renderer Backend for SDL_GPU
// This needs to be used along with the SDL3 Platform Backend
// Implemented features:
@@ -27,7 +27,7 @@
// Initialization data, for ImGui_ImplSDLGPU_Init()
// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value
-struct ImGui_ImplSDLGPU_InitInfo
+struct ImGui_ImplSDLGPU3_InitInfo
{
SDL_GPUDevice* GpuDevice = nullptr;
SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
@@ -35,12 +35,12 @@ struct ImGui_ImplSDLGPU_InitInfo
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
-IMGUI_IMPL_API bool ImGui_ImplSDLGPU_Init(ImGui_ImplSDLGPU_InitInfo* info);
-IMGUI_IMPL_API void ImGui_ImplSDLGPU_Shutdown();
-IMGUI_IMPL_API void ImGui_ImplSDLGPU_NewFrame();
-IMGUI_IMPL_API void Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
-IMGUI_IMPL_API void ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
-IMGUI_IMPL_API bool ImGui_ImplSDLGPU_CreateFontsTexture();
-IMGUI_IMPL_API void ImGui_ImplSDLGPU_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
+IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
+IMGUI_IMPL_API void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
+IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
+IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_CreateFontsTexture();
+IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture();
#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/sdlgpu3/build_instructions.txt b/backends/sdlgpu3/build_instructions.txt
index 751dc97a4..25f4a5d28 100644
--- a/backends/sdlgpu3/build_instructions.txt
+++ b/backends/sdlgpu3/build_instructions.txt
@@ -1,3 +1,7 @@
+
+Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
+(You don't need to copy this folder if you are using the backend as-is)
+
1) Compile the raw shader files to SPIRV:
glslc -o vertex.spv -c shader.vert
@@ -33,4 +37,4 @@
Proceed to step 4
-4) Either find a way to load the shader bytecode from file, or use a tool like https://notisrac.github.io/FileToCArray/ to convert the file to a uint8_t array
\ No newline at end of file
+4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array.
diff --git a/backends/sdlgpu3/shader.frag b/backends/sdlgpu3/shader.frag
index 2de1f76a3..ab9ce184e 100644
--- a/backends/sdlgpu3/shader.frag
+++ b/backends/sdlgpu3/shader.frag
@@ -3,7 +3,8 @@ layout(location = 0) out vec4 fColor;
layout(set=2, binding=0) uniform sampler2D sTexture;
-layout(location = 0) in struct {
+layout(location = 0) in struct
+{
vec4 Color;
vec2 UV;
} In;
@@ -11,4 +12,4 @@ layout(location = 0) in struct {
void main()
{
fColor = In.Color * texture(sTexture, In.UV.st);
-}
\ No newline at end of file
+}
diff --git a/backends/sdlgpu3/shader.vert b/backends/sdlgpu3/shader.vert
index 3363da8b2..3a85a9038 100644
--- a/backends/sdlgpu3/shader.vert
+++ b/backends/sdlgpu3/shader.vert
@@ -3,12 +3,14 @@ layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
-layout(set=1,binding=0) uniform UBO {
+layout(set=1,binding=0) uniform UBO
+{
vec2 uScale;
vec2 uTranslate;
} ubo;
-layout(location = 0) out struct {
+layout(location = 0) out struct
+{
vec4 Color;
vec2 UV;
} Out;
@@ -19,4 +21,4 @@ void main()
Out.UV = aUV;
gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1);
gl_Position.y *= -1.0f;
-}
\ No newline at end of file
+}
diff --git a/backends/vulkan/build_instructions.txt b/backends/vulkan/build_instructions.txt
new file mode 100644
index 000000000..1f028d96f
--- /dev/null
+++ b/backends/vulkan/build_instructions.txt
@@ -0,0 +1,4 @@
+
+Script to rebuild shaders stored inside imgui_impl_vulkan.h
+(You don't need to copy this folder if you are using the backend as-is)
+
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 00df8a746..80b956810 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -68,6 +68,7 @@ Other changes:
- Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) [@moritz-h]
- Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) [@juur]
- Misc: Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300)
+- Backends: SDL_GPU for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x].
- Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears
to leak on on X11 (#8256). [@Helodity]
- Backends: Metal: Fixed leaks when using metal-cpp. (#8276, #8166) [@selimsandal]
diff --git a/docs/EXAMPLES.md b/docs/EXAMPLES.md
index 224beb1c1..0df73059b 100644
--- a/docs/EXAMPLES.md
+++ b/docs/EXAMPLES.md
@@ -139,8 +139,8 @@ This support building with Emscripten and targeting WebGL.
Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/)
-SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath)
-= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp
+SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp
This requires SDL 2.0.18+ (released November 2021)
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/)
@@ -149,6 +149,26 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
+[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/)
+SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp
+This uses more modern GL calls and custom shaders.
+This support building with Emscripten and targeting WebGL.
+
+[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/)
+SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp
+
+[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/)
+SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp
+
+[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/)
+SDL3 (Win32, Mac, Linux, etc.) + Vulkan example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp
+This is quite long and tedious, because: Vulkan.
+For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
+
[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/)
DirectX9 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
diff --git a/docs/README.md b/docs/README.md
index 388d8eac6..9b437311a 100644
--- a/docs/README.md
+++ b/docs/README.md
@@ -123,7 +123,7 @@ On most platforms and when using C++, **you should be able to use a combination
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
Officially maintained backends/bindings (in repository):
-- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
+- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
- Frameworks: Allegro5, Emscripten.
diff --git a/examples/example_sdl3_sdlgpu3/main.cpp b/examples/example_sdl3_sdlgpu3/main.cpp
index 6c29962dd..353c10857 100644
--- a/examples/example_sdl3_sdlgpu3/main.cpp
+++ b/examples/example_sdl3_sdlgpu3/main.cpp
@@ -1,4 +1,4 @@
-// Dear ImGui: standalone example application for SDL_Gpu
+// Dear ImGui: standalone example application for SDL3 + SDL_GPU
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
@@ -17,7 +17,6 @@
#include // abort
#include
-
// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
@@ -34,23 +33,23 @@ int main(int, char**)
}
// Create SDL window graphics context
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDLGpu example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1;
}
- // Create SDL Gpu Device
- SDL_GPUDevice* gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
- if (gpuDevice == nullptr)
+ // Create GPU Device
+ SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
+ if (gpu_device == nullptr)
{
printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
return -1;
}
// Claim window for GPU Device
- if (!SDL_ClaimWindowForGPUDevice(gpuDevice, window))
+ if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
{
printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
return -1;
@@ -69,11 +68,11 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForOther(window);
- ImGui_ImplSDLGPU_InitInfo init_info = {};
- init_info.GpuDevice = gpuDevice;
- init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpuDevice, window);
+ ImGui_ImplSDLGPU3_InitInfo init_info = {};
+ init_info.GpuDevice = gpu_device;
+ init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
- ImGui_ImplSDLGPU_Init(&init_info);
+ ImGui_ImplSDLGPU3_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
@@ -119,9 +118,9 @@ int main(int, char**)
SDL_Delay(10);
continue;
}
-
+
// Start the Dear ImGui frame
- ImGui_ImplSDLGPU_NewFrame();
+ ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
@@ -167,18 +166,15 @@ int main(int, char**)
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
- // Acquire a GPU command buffer
- SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpuDevice);
+ SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
- //Acquire a swapchain texture
SDL_GPUTexture* swapchain_texture;
- SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
+ SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
if (swapchain_texture != nullptr && !is_minimized)
{
- // !!! THIS IS MANDATORY !!!
- // Call Imgui_ImplSDLGPU_PrepareDrawData to upload the vertex/index buffer
- Imgui_ImplSDLGPU_PrepareDrawData(draw_data, command_buffer);
+ // This is mandatory: call Imgui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
+ Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
// Setup and start a render pass
SDL_GPUColorTargetInfo target_info = {};
@@ -190,21 +186,26 @@ int main(int, char**)
target_info.layer_or_depth_plane = 0;
target_info.cycle = false;
SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
- /// Render ImGui
- ImGui_ImplSDLGPU_RenderDrawData(draw_data, command_buffer, render_pass);
+
+ // Render ImGui
+ ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
+
SDL_EndGPURenderPass(render_pass);
}
+
// Submit the command buffer
SDL_SubmitGPUCommandBuffer(command_buffer);
}
// Cleanup
- SDL_WaitForGPUIdle(gpuDevice);
+ SDL_WaitForGPUIdle(gpu_device);
ImGui_ImplSDL3_Shutdown();
- ImGui_ImplSDLGPU_Shutdown();
+ ImGui_ImplSDLGPU3_Shutdown();
ImGui::DestroyContext();
- SDL_ReleaseWindowFromGPUDevice(gpuDevice, window);
- SDL_DestroyGPUDevice(gpuDevice);
+
+ SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
+ SDL_DestroyGPUDevice(gpu_device);
SDL_DestroyWindow(window);
SDL_Quit();
+
return 0;
}