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1// dear imgui: Renderer Backend for SDL_GPU
2// This needs to be used along with the SDL3 Platform Backend
3
4// Implemented features:
5// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
6// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
7// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
8// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
9
10// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
11// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
12
13// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
14// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
15// Learn about Dear ImGui:
16// - FAQ https://dearimgui.com/faq
17// - Getting Started https://dearimgui.com/getting-started
18// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
19// - Introduction, links and more at the top of imgui.cpp
20
21// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
22// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
23// 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.
24
25// CHANGELOG
26// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
27// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplSDLGPU3_RenderState. (#9378)
28// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
29// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262)
30// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
31// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
32// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created.
33// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
34// 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler.
35// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
36// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
37// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
38// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
39// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
40// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
41// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
42
43#include "imgui.h"
44#ifndef IMGUI_DISABLE
45#include "imgui_impl_sdlgpu3.h"
46#include "imgui_impl_sdlgpu3_shaders.h"
47
48// SDL_GPU Data
49
50// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
51struct ImGui_ImplSDLGPU3_FrameData
52{
53 SDL_GPUBuffer* VertexBuffer = nullptr;
54 SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
55 uint32_t VertexBufferSize = 0;
56 SDL_GPUBuffer* IndexBuffer = nullptr;
57 SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
58 uint32_t IndexBufferSize = 0;
59};
60
61struct ImGui_ImplSDLGPU3_Data
62{
63 ImGui_ImplSDLGPU3_InitInfo InitInfo;
64
65 // Render state
66 ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
67 SDL_GPUSampler* CurrentSampler = nullptr;
68
69 // Graphics pipeline & shaders
70 SDL_GPUShader* VertexShader = nullptr;
71 SDL_GPUShader* FragmentShader = nullptr;
72 SDL_GPUGraphicsPipeline* Pipeline = nullptr;
73 SDL_GPUSampler* TexSamplerLinear = nullptr;
74 SDL_GPUSampler* TexSamplerNearest = nullptr;
75 SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
76 uint32_t TexTransferBufferSize = 0;
77
78 // Frame data for main window
79 ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
80};
81
82// Forward Declarations
83static void ImGui_ImplSDLGPU3_DestroyFrameData();
84
85//-----------------------------------------------------------------------------
86// FUNCTIONS
87//-----------------------------------------------------------------------------
88
89// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
90// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
91// FIXME: multi-context support has never been tested.
92static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
93{
94 return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
95}
96
97static 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)
98{
99 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
100 bd->CurrentSampler = bd->TexSamplerLinear;
101
102 // Bind graphics pipeline
103 SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
104
105 // Bind Vertex And Index Buffers
106 if (draw_data->TotalVtxCount > 0)
107 {
108 SDL_GPUBufferBinding vertex_buffer_binding = {};
109 vertex_buffer_binding.buffer = fd->VertexBuffer;
110 vertex_buffer_binding.offset = 0;
111 SDL_GPUBufferBinding index_buffer_binding = {};
112 index_buffer_binding.buffer = fd->IndexBuffer;
113 index_buffer_binding.offset = 0;
114 SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
115 SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
116 }
117
118 // Setup viewport
119 SDL_GPUViewport viewport = {};
120 viewport.x = 0;
121 viewport.y = 0;
122 viewport.w = (float)fb_width;
123 viewport.h = (float)fb_height;
124 viewport.min_depth = 0.0f;
125 viewport.max_depth = 1.0f;
126 SDL_SetGPUViewport(render_pass, &viewport);
127
128 // Setup scale and translation
129 // 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.
130 struct UBO { float scale[2]; float translation[2]; } ubo;
131 ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
132 ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
133 ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
134 ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
135 SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
136}
137
138static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
139{
140 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
141 ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
142
143 // There is no need for calling SDL_WaitForGPUIdle here, as SDL3 will handle deferred buffer deletion automatically.
144 SDL_ReleaseGPUBuffer(v->Device, *buffer);
145 SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
146
147 SDL_GPUBufferCreateInfo buffer_info = {};
148 buffer_info.usage = usage;
149 buffer_info.size = new_size;
150 buffer_info.props = 0;
151 *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
152 *old_size = new_size;
153 IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
154
155 SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
156 transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
157 transferbuffer_info.size = new_size;
158 *transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
159 IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
160}
161
162// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
163// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
164// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
165void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
166{
167 // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
168 int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
169 int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
170 if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
171 return;
172
173 // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
174 // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
175 if (draw_data->Textures != nullptr)
176 for (ImTextureData* tex : *draw_data->Textures)
177 if (tex->Status != ImTextureStatus_OK)
178 ImGui_ImplSDLGPU3_UpdateTexture(tex);
179
180 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
181 ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
182 ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
183
184 uint32_t vertex_size = (uint32_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
185 uint32_t index_size = (uint32_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
186 if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
187 CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
188 if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
189 CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
190
191 ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
192 ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
193 for (const ImDrawList* draw_list : draw_data->CmdLists)
194 {
195 memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
196 memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
197 vtx_dst += draw_list->VtxBuffer.Size;
198 idx_dst += draw_list->IdxBuffer.Size;
199 }
200 SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
201 SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
202
203 SDL_GPUTransferBufferLocation vertex_buffer_location = {};
204 vertex_buffer_location.offset = 0;
205 vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
206 SDL_GPUTransferBufferLocation index_buffer_location = {};
207 index_buffer_location.offset = 0;
208 index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
209
210 SDL_GPUBufferRegion vertex_buffer_region = {};
211 vertex_buffer_region.buffer = fd->VertexBuffer;
212 vertex_buffer_region.offset = 0;
213 vertex_buffer_region.size = vertex_size;
214
215 SDL_GPUBufferRegion index_buffer_region = {};
216 index_buffer_region.buffer = fd->IndexBuffer;
217 index_buffer_region.offset = 0;
218 index_buffer_region.size = index_size;
219
220 SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
221 SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
222 SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
223 SDL_EndGPUCopyPass(copy_pass);
224}
225
226// Draw callbacks
227static void ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
228static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerLinear; }
229static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerNearest; }
230
231void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
232{
233 // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
234 int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
235 int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
236 if (fb_width <= 0 || fb_height <= 0)
237 return;
238
239 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
240 ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
241
242 if (pipeline == nullptr)
243 pipeline = bd->Pipeline;
244
245 // Will project scissor/clipping rectangles into framebuffer space
246 ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
247 ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
248
249 // Setup render state structure (for callbacks and custom texture bindings)
250 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
251 ImGui_ImplSDLGPU3_RenderState render_state;
252 render_state.Device = bd->InitInfo.Device;
253 platform_io.Renderer_RenderState = bd->RenderState = &render_state;
254
255 ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
256
257 // Render command lists
258 // (Because we merged all buffers into a single one, we maintain our own offset into them)
259 int global_vtx_offset = 0;
260 int global_idx_offset = 0;
261 for (const ImDrawList* draw_list : draw_data->CmdLists)
262 {
263 for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
264 {
265 const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
266 if (pcmd->UserCallback != nullptr)
267 {
268 // User callback, registered via ImDrawList::AddCallback()
269 if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState)
270 ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
271 else
272 pcmd->UserCallback(draw_list, pcmd);
273 }
274 else
275 {
276 // Project scissor/clipping rectangles into framebuffer space
277 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
278 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
279
280 // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
281 if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
282 if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
283 if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
284 if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
285 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
286 continue;
287
288 // Apply scissor/clipping rectangle
289 SDL_Rect scissor_rect = {};
290 scissor_rect.x = (int)clip_min.x;
291 scissor_rect.y = (int)clip_min.y;
292 scissor_rect.w = (int)(clip_max.x - clip_min.x);
293 scissor_rect.h = (int)(clip_max.y - clip_min.y);
294 SDL_SetGPUScissor(render_pass,&scissor_rect);
295
296 // Bind DescriptorSet with font or user texture
297 SDL_GPUTextureSamplerBinding texture_sampler_binding;
298 texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
299 texture_sampler_binding.sampler = bd->CurrentSampler;
300 SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
301
302 // Draw
303 // **IF YOU GET A CRASH HERE** In 1.92.2 on 2025/08/08 we have changed ImTextureID to store 'SDL_GPUTexture*' instead of storing 'SDL_GPUTextureSamplerBinding'.
304 // Any code loading custom texture using this backend needs to be updated.
305 SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
306 }
307 }
308 global_idx_offset += draw_list->IdxBuffer.Size;
309 global_vtx_offset += draw_list->VtxBuffer.Size;
310 }
311
312 // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
313 // 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
314 // In theory we should aim to backup/restore those values but I am not sure this is possible.
315 // 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)
316 SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
317 SDL_SetGPUScissor(render_pass, &scissor_rect);
318
319 platform_io.Renderer_RenderState = bd->RenderState = nullptr;
320}
321
322static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
323{
324 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
325 if (tex->GetTexID() != ImTextureID_Invalid)
326 if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
327 SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
328
329 // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
330 tex->SetTexID(ImTextureID_Invalid);
331 tex->SetStatus(ImTextureStatus_Destroyed);
332}
333
334void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
335{
336 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
337 ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
338
339 if (tex->Status == ImTextureStatus_WantCreate)
340 {
341 // Create and upload new texture to graphics system
342 //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
343 IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
344 IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
345
346 // Create texture
347 SDL_GPUTextureCreateInfo texture_info = {};
348 texture_info.type = SDL_GPU_TEXTURETYPE_2D;
349 texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
350 texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
351 texture_info.width = tex->Width;
352 texture_info.height = tex->Height;
353 texture_info.layer_count_or_depth = 1;
354 texture_info.num_levels = 1;
355 texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
356
357 SDL_GPUTexture* raw_tex = SDL_CreateGPUTexture(v->Device, &texture_info);
358 IM_ASSERT(raw_tex != nullptr && "Failed to create texture, call SDL_GetError() for more info");
359
360 // Store identifiers
361 tex->SetTexID((ImTextureID)(intptr_t)raw_tex);
362 }
363
364 if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
365 {
366 SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID();
367 IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
368
369 // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
370 // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
371 // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
372 const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
373 const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
374 const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
375 const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
376 uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
377 uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
378
379 // Create transfer buffer
380 if (bd->TexTransferBufferSize < upload_size)
381 {
382 SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
383 SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
384 transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
385 transferbuffer_info.size = upload_size + 1024;
386 bd->TexTransferBufferSize = upload_size + 1024;
387 bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
388 IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create transfer buffer, call SDL_GetError() for more information");
389 }
390
391 // Copy to transfer buffer
392 {
393 void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true);
394 for (int y = 0; y < upload_h; y++)
395 memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
396 SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
397 }
398
399 SDL_GPUTextureTransferInfo transfer_info = {};
400 transfer_info.offset = 0;
401 transfer_info.transfer_buffer = bd->TexTransferBuffer;
402
403 SDL_GPUTextureRegion texture_region = {};
404 texture_region.texture = raw_tex;
405 texture_region.x = (Uint32)upload_x;
406 texture_region.y = (Uint32)upload_y;
407 texture_region.w = (Uint32)upload_w;
408 texture_region.h = (Uint32)upload_h;
409 texture_region.d = 1;
410
411 // Upload
412 {
413 SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
414 SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
415 SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
416 SDL_EndGPUCopyPass(copy_pass);
417 SDL_SubmitGPUCommandBuffer(cmd);
418 }
419
420 tex->SetStatus(ImTextureStatus_OK);
421 }
422 if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
423 ImGui_ImplSDLGPU3_DestroyTexture(tex);
424}
425
426static void ImGui_ImplSDLGPU3_CreateShaders()
427{
428 // Create the shader modules
429 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
430 ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
431
432 const char* driver = SDL_GetGPUDeviceDriver(v->Device);
433
434 SDL_GPUShaderCreateInfo vertex_shader_info = {};
435 vertex_shader_info.entrypoint = "main";
436 vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
437 vertex_shader_info.num_uniform_buffers = 1;
438 vertex_shader_info.num_storage_buffers = 0;
439 vertex_shader_info.num_storage_textures = 0;
440 vertex_shader_info.num_samplers = 0;
441
442 SDL_GPUShaderCreateInfo fragment_shader_info = {};
443 fragment_shader_info.entrypoint = "main";
444 fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
445 fragment_shader_info.num_samplers = 1;
446 fragment_shader_info.num_storage_buffers = 0;
447 fragment_shader_info.num_storage_textures = 0;
448 fragment_shader_info.num_uniform_buffers = 0;
449
450 if (strcmp(driver, "vulkan") == 0)
451 {
452 vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
453 vertex_shader_info.code = spirv_vertex;
454 vertex_shader_info.code_size = sizeof(spirv_vertex);
455 fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
456 fragment_shader_info.code = spirv_fragment;
457 fragment_shader_info.code_size = sizeof(spirv_fragment);
458 }
459 else if (strcmp(driver, "direct3d12") == 0)
460 {
461 vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
462 vertex_shader_info.code = dxbc_vertex;
463 vertex_shader_info.code_size = sizeof(dxbc_vertex);
464 fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
465 fragment_shader_info.code = dxbc_fragment;
466 fragment_shader_info.code_size = sizeof(dxbc_fragment);
467 }
468#ifdef __APPLE__
469 else
470 {
471 SDL_GPUShaderFormat supported_formats = SDL_GetGPUShaderFormats(v->Device);
472 if (supported_formats & SDL_GPU_SHADERFORMAT_METALLIB)
473 {
474 // Using metallib blobs (macOS 14+, iOS)
475 vertex_shader_info.entrypoint = "main0";
476 vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
477 vertex_shader_info.code = metallib_vertex;
478 vertex_shader_info.code_size = sizeof(metallib_vertex);
479 fragment_shader_info.entrypoint = "main0";
480 fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
481 fragment_shader_info.code = metallib_fragment;
482 fragment_shader_info.code_size = sizeof(metallib_fragment);
483 }
484 else if (supported_formats & SDL_GPU_SHADERFORMAT_MSL)
485 {
486 // macOS: using MSL source
487 vertex_shader_info.entrypoint = "main0";
488 vertex_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
489 vertex_shader_info.code = msl_vertex;
490 vertex_shader_info.code_size = sizeof(msl_vertex);
491 fragment_shader_info.entrypoint = "main0";
492 fragment_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
493 fragment_shader_info.code = msl_fragment;
494 fragment_shader_info.code_size = sizeof(msl_fragment);
495 }
496 }
497#endif
498 bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
499 bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
500 IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
501 IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
502}
503
504static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
505{
506 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
507 ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
508 ImGui_ImplSDLGPU3_CreateShaders();
509
510 SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
511 vertex_buffer_desc[0].slot = 0;
512 vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
513 vertex_buffer_desc[0].instance_step_rate = 0;
514 vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
515
516 SDL_GPUVertexAttribute vertex_attributes[3];
517 vertex_attributes[0].buffer_slot = 0;
518 vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
519 vertex_attributes[0].location = 0;
520 vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
521
522 vertex_attributes[1].buffer_slot = 0;
523 vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
524 vertex_attributes[1].location = 1;
525 vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
526
527 vertex_attributes[2].buffer_slot = 0;
528 vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
529 vertex_attributes[2].location = 2;
530 vertex_attributes[2].offset = offsetof(ImDrawVert, col);
531
532 SDL_GPUVertexInputState vertex_input_state = {};
533 vertex_input_state.num_vertex_attributes = 3;
534 vertex_input_state.vertex_attributes = vertex_attributes;
535 vertex_input_state.num_vertex_buffers = 1;
536 vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
537
538 SDL_GPURasterizerState rasterizer_state = {};
539 rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
540 rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
541 rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
542 rasterizer_state.enable_depth_bias = false;
543 rasterizer_state.enable_depth_clip = false;
544
545 SDL_GPUMultisampleState multisample_state = {};
546 multisample_state.sample_count = v->MSAASamples;
547 multisample_state.enable_mask = false;
548
549 SDL_GPUDepthStencilState depth_stencil_state = {};
550 depth_stencil_state.enable_depth_test = false;
551 depth_stencil_state.enable_depth_write = false;
552 depth_stencil_state.enable_stencil_test = false;
553
554 SDL_GPUColorTargetBlendState blend_state = {};
555 blend_state.enable_blend = true;
556 blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
557 blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
558 blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
559 blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
560 blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
561 blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
562 blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
563
564 SDL_GPUColorTargetDescription color_target_desc[1];
565 color_target_desc[0].format = v->ColorTargetFormat;
566 color_target_desc[0].blend_state = blend_state;
567
568 SDL_GPUGraphicsPipelineTargetInfo target_info = {};
569 target_info.num_color_targets = 1;
570 target_info.color_target_descriptions = color_target_desc;
571 target_info.has_depth_stencil_target = false;
572
573 SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
574 pipeline_info.vertex_shader = bd->VertexShader;
575 pipeline_info.fragment_shader = bd->FragmentShader;
576 pipeline_info.vertex_input_state = vertex_input_state;
577 pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
578 pipeline_info.rasterizer_state = rasterizer_state;
579 pipeline_info.multisample_state = multisample_state;
580 pipeline_info.depth_stencil_state = depth_stencil_state;
581 pipeline_info.target_info = target_info;
582
583 bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
584 IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
585}
586
587void ImGui_ImplSDLGPU3_CreateDeviceObjects()
588{
589 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
590 ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
591
592 ImGui_ImplSDLGPU3_DestroyDeviceObjects();
593
594 if (bd->TexSamplerLinear == nullptr)
595 {
596 // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
597 SDL_GPUSamplerCreateInfo sampler_info = {};
598 sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
599 sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
600 sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
601 sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
602 sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
603 sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
604 sampler_info.mip_lod_bias = 0.0f;
605 sampler_info.min_lod = -1000.0f;
606 sampler_info.max_lod = 1000.0f;
607 sampler_info.enable_anisotropy = false;
608 sampler_info.max_anisotropy = 1.0f;
609 sampler_info.enable_compare = false;
610 bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info);
611 IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
612
613 sampler_info.min_filter = SDL_GPU_FILTER_NEAREST;
614 sampler_info.mag_filter = SDL_GPU_FILTER_NEAREST;
615 sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
616 bd->TexSamplerNearest = SDL_CreateGPUSampler(v->Device, &sampler_info);
617 IM_ASSERT(bd->TexSamplerNearest != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
618 }
619
620 ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
621}
622
623void ImGui_ImplSDLGPU3_DestroyFrameData()
624{
625 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
626 ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
627
628 ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
629 SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
630 SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
631 SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
632 SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
633 fd->VertexBuffer = fd->IndexBuffer = nullptr;
634 fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
635 fd->VertexBufferSize = fd->IndexBufferSize = 0;
636}
637
638void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
639{
640 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
641 ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
642
643 ImGui_ImplSDLGPU3_DestroyFrameData();
644
645 // Destroy all textures
646 for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
647 if (tex->RefCount == 1)
648 ImGui_ImplSDLGPU3_DestroyTexture(tex);
649 if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
650 if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
651 if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
652 if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; }
653 if (bd->TexSamplerNearest) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerNearest); bd->TexSamplerNearest = nullptr; }
654 if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
655}
656
657static void ImGui_ImplSDLGPU3_InitMultiViewportSupport();
658static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
659
660bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
661{
662 ImGuiIO& io = ImGui::GetIO();
663 IMGUI_CHECKVERSION();
664 IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
665
666 // Setup backend capabilities flags
667 ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
668 io.BackendRendererUserData = (void*)bd;
669 io.BackendRendererName = "imgui_impl_sdlgpu3";
670 io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
671 io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
672 io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
673
674 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
675 platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState;
676 platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear;
677 platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest;
678
679 IM_ASSERT(info->Device != nullptr);
680 IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
681
682 bd->InitInfo = *info;
683
684 ImGui_ImplSDLGPU3_InitMultiViewportSupport();
685
686 return true;
687}
688
689void ImGui_ImplSDLGPU3_Shutdown()
690{
691 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
692 IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
693 ImGuiIO& io = ImGui::GetIO();
694 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
695
696 ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
697 ImGui_ImplSDLGPU3_DestroyDeviceObjects();
698
699 io.BackendRendererName = nullptr;
700 io.BackendRendererUserData = nullptr;
701 io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
702 platform_io.ClearRendererHandlers();
703 IM_DELETE(bd);
704}
705
706void ImGui_ImplSDLGPU3_NewFrame()
707{
708 ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
709 IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
710
711 if (!bd->TexSamplerLinear)
712 ImGui_ImplSDLGPU3_CreateDeviceObjects();
713}
714
715//--------------------------------------------------------------------------------------------------------
716// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
717// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
718// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
719//--------------------------------------------------------------------------------------------------------
720
721static void ImGui_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport)
722{
723 ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
724 SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
725 SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window);
726 SDL_SetGPUSwapchainParameters(data->InitInfo.Device, window, data->InitInfo.SwapchainComposition, data->InitInfo.PresentMode);
727 viewport->RendererUserData = (void*)1;
728}
729
730static void ImGui_ImplSDLGPU3_RenderWindow(ImGuiViewport* viewport, void*)
731{
732 ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
733 SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
734
735 ImDrawData* draw_data = viewport->DrawData;
736
737 SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(data->InitInfo.Device);
738
739 SDL_GPUTexture* swapchain_texture;
740 SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
741
742 if (swapchain_texture != nullptr)
743 {
744 ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); // FIXME-OPT: Not optimal, may this be done earlier?
745 SDL_GPUColorTargetInfo target_info = {};
746 target_info.texture = swapchain_texture;
747 target_info.clear_color = SDL_FColor{ 0.0f,0.0f,0.0f,1.0f };
748 target_info.load_op = SDL_GPU_LOADOP_CLEAR;
749 target_info.store_op = SDL_GPU_STOREOP_STORE;
750 target_info.mip_level = 0;
751 target_info.layer_or_depth_plane = 0;
752 target_info.cycle = false;
753 SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
754 ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
755 SDL_EndGPURenderPass(render_pass);
756 }
757
758 SDL_SubmitGPUCommandBuffer(command_buffer);
759}
760
761static void ImGui_ImplSDLGPU3_DestroyWindow(ImGuiViewport* viewport)
762{
763 ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
764 if (viewport->RendererUserData)
765 {
766 SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
767 SDL_ReleaseWindowFromGPUDevice(data->InitInfo.Device, window);
768 }
769 viewport->RendererUserData = nullptr;
770}
771
772static void ImGui_ImplSDLGPU3_InitMultiViewportSupport()
773{
774 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
775 platform_io.Renderer_RenderWindow = ImGui_ImplSDLGPU3_RenderWindow;
776 platform_io.Renderer_CreateWindow = ImGui_ImplSDLGPU3_CreateWindow;
777 platform_io.Renderer_DestroyWindow = ImGui_ImplSDLGPU3_DestroyWindow;
778}
779
780static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport()
781{
782 ImGui::DestroyPlatformWindows();
783}
784
785//-----------------------------------------------------------------------------
786
787#endif // #ifndef IMGUI_DISABLE