| 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 |
| 32 | struct 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! |
| 42 | IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info); |
| 43 | IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown(); |
| 44 | IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame(); |
| 45 | IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer); |
| 46 | IMGUI_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. |
| 49 | IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects(); |
| 50 | IMGUI_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. |
| 53 | IMGUI_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) |
| 58 | struct ImGui_ImplSDLGPU3_RenderState |
| 59 | { |
| 60 | SDL_GPUDevice* Device; |
| 61 | }; |
| 62 | |
| 63 | #endif // #ifndef IMGUI_DISABLE |