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65 lines
4.2 KiB
C
65 lines
4.2 KiB
C
// dear imgui: Renderer Backend for SDL_GPU
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// This needs to be used along with the SDL3 Platform Backend
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// Implemented features:
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// [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.
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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 atlas (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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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
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// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
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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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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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#include <SDL3/SDL_gpu.h>
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// Initialization data, for ImGui_ImplSDLGPU_Init()
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// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat() to query the right value
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struct ImGui_ImplSDLGPU3_InitInfo
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{
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SDL_GPUDevice* Device = nullptr;
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SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
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SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
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SDL_GPUSwapchainComposition SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode.
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SDL_GPUPresentMode PresentMode = SDL_GPU_PRESENTMODE_VSYNC; // Only used in multi-viewports mode.
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};
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLGPU3_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplSDLGPU3_RenderState
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{
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SDL_GPUDevice* Device;
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SDL_GPUSampler* SamplerDefault; // Default sampler (bilinear filtering)
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SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback)
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};
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#endif // #ifndef IMGUI_DISABLE
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