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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_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_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#pragma once
26#include "imgui.h" // IMGUI_IMPL_API
27#ifndef IMGUI_DISABLE
28#include <SDL3/SDL_gpu.h>
29
30// Initialization data, for ImGui_ImplSDLGPU_Init()
31// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat() to query the right value
32struct ImGui_ImplSDLGPU3_InitInfo
33{
34 SDL_GPUDevice* Device = nullptr;
35 SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
36 SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
37 SDL_GPUSwapchainComposition SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode.
38 SDL_GPUPresentMode PresentMode = SDL_GPU_PRESENTMODE_VSYNC; // Only used in multi-viewports mode.
39};
40
41// Follow "Getting Started" link and check examples/ folder to learn about using backends!
42IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
43IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
44IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
45IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
46IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
47
48// Use if you want to reset your rendering device without losing Dear ImGui state.
49IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
50IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
51
52// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
53IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
54
55// [BETA] Selected render state data shared with callbacks.
56// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLGPU3_RenderDrawData() call.
57// (Please open an issue if you feel you need access to more data)
58struct ImGui_ImplSDLGPU3_RenderState
59{
60 SDL_GPUDevice* Device;
61};
62
63#endif // #ifndef IMGUI_DISABLE