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https://github.com/ocornut/imgui.git
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Backends: SDLGPU3: added ImGuiBackendFlags_RendererHasTextures support.
# Conflicts: # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_sdlgpu3.h
This commit is contained in:
@@ -3,7 +3,8 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
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// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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@@ -21,6 +22,7 @@
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// 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.
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// CHANGELOG
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// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
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// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
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// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
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@@ -33,6 +35,11 @@
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#include "imgui_impl_sdlgpu3_shaders.h"
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// SDL_GPU Data
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struct ImGui_ImplSDLGPU3_Texture
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{
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SDL_GPUTexture* Texture = nullptr;
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SDL_GPUTextureSamplerBinding TextureSamplerBinding = { nullptr, nullptr };
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};
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// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
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struct ImGui_ImplSDLGPU3_FrameData
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@@ -50,14 +57,12 @@ struct ImGui_ImplSDLGPU3_Data
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ImGui_ImplSDLGPU3_InitInfo InitInfo;
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// Graphics pipeline & shaders
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SDL_GPUShader* VertexShader = nullptr;
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SDL_GPUShader* FragmentShader = nullptr;
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SDL_GPUGraphicsPipeline* Pipeline = nullptr;
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// Font data
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SDL_GPUSampler* FontSampler = nullptr;
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SDL_GPUTexture* FontTexture = nullptr;
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SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
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SDL_GPUShader* VertexShader = nullptr;
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SDL_GPUShader* FragmentShader = nullptr;
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SDL_GPUGraphicsPipeline* Pipeline = nullptr;
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SDL_GPUSampler* TexSampler = nullptr;
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SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
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uint32_t TexTransferBufferSize = 0;
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// Frame data for main window
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ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
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@@ -154,6 +159,13 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
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return;
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// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
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// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
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if (draw_data->Textures != nullptr)
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for (ImTextureData* tex : *draw_data->Textures)
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if (tex->Status != ImTextureStatus_OK)
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ImGui_ImplSDLGPU3_UpdateTexture(tex);
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
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@@ -281,91 +293,117 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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SDL_SetGPUScissor(render_pass, &scissor_rect);
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}
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void ImGui_ImplSDLGPU3_CreateFontsTexture()
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static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
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if (backend_tex == nullptr)
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return;
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SDL_GPUTextureSamplerBinding* binding = (SDL_GPUTextureSamplerBinding*)(intptr_t)tex->BackendUserData;
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IM_ASSERT(backend_tex->Texture == binding->texture);
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SDL_ReleaseGPUTexture(bd->InitInfo.Device, backend_tex->Texture);
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IM_DELETE(backend_tex);
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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tex->SetStatus(ImTextureStatus_Destroyed);
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tex->BackendUserData = nullptr;
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}
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void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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// Destroy existing texture (if any)
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if (bd->FontTexture)
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if (tex->Status == ImTextureStatus_WantCreate)
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{
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SDL_WaitForGPUIdle(v->Device);
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ImGui_ImplSDLGPU3_DestroyFontsTexture();
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}
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// Create and upload new texture to graphics system
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//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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ImGui_ImplSDLGPU3_Texture* backend_tex = IM_NEW(ImGui_ImplSDLGPU3_Texture)();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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uint32_t upload_size = width * height * 4 * sizeof(char);
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// Create the Image:
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{
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// Create texture
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SDL_GPUTextureCreateInfo texture_info = {};
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texture_info.type = SDL_GPU_TEXTURETYPE_2D;
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texture_info.type = SDL_GPU_TEXTURETYPE_2D;
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texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
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texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
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texture_info.width = width;
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texture_info.height = height;
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texture_info.width = tex->Width;
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texture_info.height = tex->Height;
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texture_info.layer_count_or_depth = 1;
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texture_info.num_levels = 1;
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texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
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bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info);
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IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
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backend_tex->Texture = SDL_CreateGPUTexture(v->Device, &texture_info);
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backend_tex->TextureSamplerBinding.texture = backend_tex->Texture;
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backend_tex->TextureSamplerBinding.sampler = bd->TexSampler;
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IM_ASSERT(backend_tex->Texture && "Failed to create font texture, call SDL_GetError() for more info");
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// Store identifiers
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tex->SetTexID((ImTextureID)(intptr_t)&backend_tex->TextureSamplerBinding);
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tex->BackendUserData = backend_tex;
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}
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// Assign the texture to the TextureSamplerBinding
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bd->FontBinding.texture = bd->FontTexture;
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// Create all the upload structures and upload:
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if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
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{
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SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
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transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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transferbuffer_info.size = upload_size;
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ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
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IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
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// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
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// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
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// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
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const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
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const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
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const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
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const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
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uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
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uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
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void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false);
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memcpy(texture_ptr, pixels, upload_size);
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SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer);
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// Create transfer buffer
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if (bd->TexTransferBufferSize < upload_size)
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{
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SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
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SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
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transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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transferbuffer_info.size = upload_size + 1024;
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bd->TexTransferBufferSize = upload_size + 1024;
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bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
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IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
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}
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// Copy to transfer buffer
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{
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void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, false);
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for (int y = 0; y < upload_h; y++)
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memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
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SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
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}
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SDL_GPUTextureTransferInfo transfer_info = {};
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transfer_info.offset = 0;
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transfer_info.transfer_buffer = transferbuffer;
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transfer_info.transfer_buffer = bd->TexTransferBuffer;
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SDL_GPUTextureRegion texture_region = {};
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texture_region.texture = bd->FontTexture;
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texture_region.w = width;
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texture_region.h = height;
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texture_region.texture = backend_tex->Texture;
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texture_region.x = (Uint32)upload_x;
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texture_region.y = (Uint32)upload_y;
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texture_region.w = (Uint32)upload_w;
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texture_region.h = (Uint32)upload_h;
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texture_region.d = 1;
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SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
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SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
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SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
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SDL_EndGPUCopyPass(copy_pass);
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SDL_SubmitGPUCommandBuffer(cmd);
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SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer);
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}
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// Upload
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{
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SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
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SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
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SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
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SDL_EndGPUCopyPass(copy_pass);
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SDL_SubmitGPUCommandBuffer(cmd);
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}
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
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}
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// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
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void ImGui_ImplSDLGPU3_DestroyFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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if (bd->FontTexture)
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{
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SDL_ReleaseGPUTexture(v->Device, bd->FontTexture);
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bd->FontBinding.texture = nullptr;
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bd->FontTexture = nullptr;
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tex->SetStatus(ImTextureStatus_OK);
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}
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io.Fonts->SetTexID(0);
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if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
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ImGui_ImplSDLGPU3_DestroyTexture(tex);
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}
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static void ImGui_ImplSDLGPU3_CreateShaders()
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@@ -517,7 +555,9 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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if (!bd->FontSampler)
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ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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if (bd->TexSampler == nullptr)
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{
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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SDL_GPUSamplerCreateInfo sampler_info = {};
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@@ -534,13 +574,11 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
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sampler_info.max_anisotropy = 1.0f;
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sampler_info.enable_compare = false;
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bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
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bd->FontBinding.sampler = bd->FontSampler;
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IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
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bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
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IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
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}
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ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
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ImGui_ImplSDLGPU3_CreateFontsTexture();
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}
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void ImGui_ImplSDLGPU3_DestroyFrameData()
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@@ -564,12 +602,16 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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ImGui_ImplSDLGPU3_DestroyFrameData();
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ImGui_ImplSDLGPU3_DestroyFontsTexture();
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if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;}
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if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;}
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if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;}
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if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;}
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// Destroy all textures
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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if (tex->RefCount == 1)
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ImGui_ImplSDLGPU3_DestroyTexture(tex);
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if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
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if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
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if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
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if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; }
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if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
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}
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bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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@@ -583,6 +625,7 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_sdlgpu3";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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IM_ASSERT(info->Device != nullptr);
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IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
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@@ -601,7 +644,7 @@ void ImGui_ImplSDLGPU3_Shutdown()
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ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
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IM_DELETE(bd);
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}
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@@ -610,10 +653,8 @@ void ImGui_ImplSDLGPU3_NewFrame()
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
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if (!bd->FontSampler)
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if (!bd->TexSampler)
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ImGui_ImplSDLGPU3_CreateDeviceObjects();
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if (!bd->FontTexture)
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ImGui_ImplSDLGPU3_CreateFontsTexture();
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}
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#endif // #ifndef IMGUI_DISABLE
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