Backends: SDL_GPU: add swapchain parameters to ImGui_ImplSDLGPU3_InitInfo. (#8892)

(docking branch commit)
This commit is contained in:
PTSVU
2025-08-19 12:48:59 +03:00
committed by ocornut
parent 4ebfe1cba5
commit 03e39ca7f5
3 changed files with 11 additions and 5 deletions

View File

@@ -24,6 +24,7 @@
// CHANGELOG
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-08-20: Added SwapchainComposition::SwapchainComposition and SwapchainComposition::PresentMode to configure how secondary viewports are created.
// 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)
// 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler.
// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
@@ -677,6 +678,7 @@ static void ImGui_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport)
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window);
SDL_SetGPUSwapchainParameters(data->InitInfo.Device, window, data->InitInfo.SwapchainComposition, data->InitInfo.PresentMode);
viewport->RendererUserData = (void*)1;
}

View File

@@ -28,12 +28,14 @@
#include <SDL3/SDL_gpu.h>
// 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
// - 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_ImplSDLGPU3_InitInfo
{
SDL_GPUDevice* Device = nullptr;
SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
SDL_GPUDevice* Device = nullptr;
SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
SDL_GPUSwapchainComposition SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode.
SDL_GPUPresentMode PresentMode = SDL_GPU_PRESENTMODE_VSYNC; // Only used in multi-viewports mode.
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!

View File

@@ -94,7 +94,9 @@ int main(int, char**)
ImGui_ImplSDLGPU3_InitInfo init_info = {};
init_info.Device = gpu_device;
init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1; // Only used in multi-viewports mode.
init_info.SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode.
init_info.PresentMode = SDL_GPU_PRESENTMODE_VSYNC;
ImGui_ImplSDLGPU3_Init(&init_info);
// Load Fonts