mirror of
https://github.com/ocornut/imgui.git
synced 2026-01-09 23:54:20 +00:00
+Squashed: Optimized shader source code encoding by ocornut (#8163, #7998, #7988) (squashed to avoid storing both in git history, 130 KB->62 KB)
This commit is contained in:
parent
940d9540f3
commit
8bbccf7a97
12 changed files with 1676 additions and 0 deletions
46
backends/imgui_impl_sdlgpu3.h
Normal file
46
backends/imgui_impl_sdlgpu3.h
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
// dear imgui: Renderer Backend for SDL_Gpu
|
||||
// This needs to be used along with the SDL3 Platform Backend
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
|
||||
// - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
|
||||
// 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.
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
#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
|
||||
struct ImGui_ImplSDLGPU_InitInfo
|
||||
{
|
||||
SDL_GPUDevice* GpuDevice = nullptr;
|
||||
SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
|
||||
SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
|
||||
};
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLGPU_Init(ImGui_ImplSDLGPU_InitInfo* info);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU_NewFrame();
|
||||
IMGUI_IMPL_API void Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLGPU_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU_DestroyFontsTexture();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
Loading…
Add table
Add a link
Reference in a new issue