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https://github.com/ocornut/imgui.git
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This commit is contained in:
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commit
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10 changed files with 220 additions and 200 deletions
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@ -1,4 +1,4 @@
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// dear imgui: Renderer Backend for SDL_Gpu
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// 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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@ -17,19 +17,19 @@
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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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// - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
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// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_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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// CHANGELOG
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// 2024-11-18: SDL_Gpu: Added the SDL_Gpu backend.
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// 2025-01-09: SDL_Gpu: Added the SDL_GPU3 backend.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_sdlgpu3.h"
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#include "imgui_impl_sdlgpu3_shaders.h"
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// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU_RenderDrawData()
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struct ImGui_ImplSDLGPU_FrameData
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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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{
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SDL_GPUBuffer* VertexBuffer = nullptr;
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SDL_GPUBuffer* IndexBuffer = nullptr;
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@ -37,10 +37,10 @@ struct ImGui_ImplSDLGPU_FrameData
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uint32_t IndexBufferSize = 0;
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};
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// SDL_Gpu Data
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struct ImGui_ImplSDLGPU_Data
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// SDL_GPU Data
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struct ImGui_ImplSDLGPU3_Data
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{
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ImGui_ImplSDLGPU_InitInfo GPUInitInfo;
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ImGui_ImplSDLGPU3_InitInfo GPUInitInfo;
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// Graphics pipeline & shaders
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SDL_GPUShader* VertexShader = nullptr;
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@ -50,16 +50,16 @@ struct ImGui_ImplSDLGPU_Data
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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_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
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// Frame data for main window
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ImGui_ImplSDLGPU_FrameData MainWindowFrameData;
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ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
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};
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// Forward Declarations
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static bool ImGui_ImplSDLGPU_CreateDeviceObjects();
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static void ImGui_ImplSDLGPU_DestroyDeviceObjects();
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static void ImGui_ImplSDLGPU_DestroyFrameData();
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static bool ImGui_ImplSDLGPU3_CreateDeviceObjects();
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static void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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static void ImGui_ImplSDLGPU3_DestroyFrameData();
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//-----------------------------------------------------------------------------
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// FUNCTIONS
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@ -68,38 +68,19 @@ static void ImGui_ImplSDLGPU_DestroyFrameData();
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support has never been tested.
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static ImGui_ImplSDLGPU_Data* ImGui_ImplSDLGPU_GetBackendData()
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static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer,uint32_t* old_size, uint32_t new_size,SDL_GPUBufferUsageFlags usage)
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static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
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{
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ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
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ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
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//ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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SDL_WaitForGPUIdle(v->GpuDevice);
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SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer);
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// Bind graphics pipeline
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SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
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SDL_GPUBufferCreateInfo buffer_info = {};
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buffer_info.usage = usage;
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buffer_info.size = new_size;
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buffer_info.props = 0;
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*buffer = SDL_CreateGPUBuffer(v->GpuDevice,&buffer_info);
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*old_size = new_size;
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IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
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}
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static void ImGui_ImplSDLGPU_SetupRenderState(ImDrawData* draw_data,SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer,SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
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{
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ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
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// Bind graphics pipeline:
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{
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SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
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}
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// Bind Vertex And Index Buffers:
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// Bind Vertex And Index Buffers
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if (draw_data->TotalVtxCount > 0)
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{
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SDL_GPUBufferBinding vertex_buffer_binding = {};
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@ -112,56 +93,66 @@ static void ImGui_ImplSDLGPU_SetupRenderState(ImDrawData* draw_data,SDL_GPUGraph
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SDL_BindGPUIndexBuffer(render_pass,&index_buffer_binding,sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
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}
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// Setup viewport:
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{
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SDL_GPUViewport viewport = {};
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viewport.x = 0;
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viewport.y = 0;
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viewport.w = fb_width;
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viewport.h = fb_height;
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viewport.min_depth = 0.0f;
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viewport.min_depth = 1.0f;
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SDL_SetGPUViewport(render_pass,&viewport);
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}
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// Setup viewport
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SDL_GPUViewport viewport = {};
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viewport.x = 0;
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viewport.y = 0;
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viewport.w = (float)fb_width;
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viewport.h = (float)fb_height;
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viewport.min_depth = 0.0f;
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viewport.min_depth = 1.0f;
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SDL_SetGPUViewport(render_pass,&viewport);
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// Setup scale and translation:
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// Setup scale and translation
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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{
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struct UBO{
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float scale[2];
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float translation[2];
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} ubo;
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ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
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ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
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ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
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ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
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SDL_PushGPUVertexUniformData(command_buffer,0,&ubo,sizeof(UBO));
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}
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struct UBO { float scale[2]; float translation[2]; } ubo;
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ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
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ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
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ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
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ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
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SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
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}
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// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound
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static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
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SDL_WaitForGPUIdle(v->GpuDevice);
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SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer);
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SDL_GPUBufferCreateInfo buffer_info = {};
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buffer_info.usage = usage;
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buffer_info.size = new_size;
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buffer_info.props = 0;
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*buffer = SDL_CreateGPUBuffer(v->GpuDevice, &buffer_info);
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*old_size = new_size;
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IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
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}
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// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
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// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
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// is to split the upload part of ImGui_ImplSDLGPU_RenderDrawData to another function that needs to be called by the user before rendering
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void Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data,SDL_GPUCommandBuffer* command_buffer)
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// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
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void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if(fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
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if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
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return;
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ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
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ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
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ImGui_ImplSDLGPU_FrameData* fd = &bd->MainWindowFrameData;
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
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ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
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uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
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uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
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if(fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
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CreateOrResizeBuffer(&fd->VertexBuffer,&fd->VertexBufferSize,vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
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if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
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CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
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if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
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CreateOrResizeBuffer(&fd->IndexBuffer,&fd->IndexBufferSize,index_size, SDL_GPU_BUFFERUSAGE_INDEX);
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CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
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// FIXME: It feels like more code could be shared there.
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SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {};
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vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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vertex_transferbuffer_info.size = vertex_size;
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@ -169,22 +160,23 @@ void Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data,SDL_GPUCommandBuffer
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index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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index_transferbuffer_info.size = index_size;
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SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice,&vertex_transferbuffer_info);
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SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &vertex_transferbuffer_info);
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IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information");
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SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice,&index_transferbuffer_info);
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SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &index_transferbuffer_info);
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IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information");
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ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->GpuDevice,vertex_transferbuffer,true);
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ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice,index_transferbuffer,true);
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for(int n = 0; n < draw_data->CmdListsCount; n++){
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ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer, true);
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ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice, index_transferbuffer, true);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += draw_list->VtxBuffer.Size;
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idx_dst += draw_list->IdxBuffer.Size;
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}
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SDL_UnmapGPUTransferBuffer(v->GpuDevice,vertex_transferbuffer);
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SDL_UnmapGPUTransferBuffer(v->GpuDevice,index_transferbuffer);
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SDL_UnmapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
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SDL_UnmapGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
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SDL_GPUTransferBufferLocation vertex_buffer_location = {};
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vertex_buffer_location.offset = 0;
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@ -197,34 +189,35 @@ void Imgui_ImplSDLGPU_PrepareDrawData(ImDrawData* draw_data,SDL_GPUCommandBuffer
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vertex_buffer_region.buffer = fd->VertexBuffer;
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vertex_buffer_region.offset = 0;
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vertex_buffer_region.size = vertex_size;
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SDL_GPUBufferRegion index_buffer_region = {};
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index_buffer_region.buffer = fd->IndexBuffer;
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index_buffer_region.offset = 0;
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index_buffer_region.size = index_size;
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SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
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SDL_UploadToGPUBuffer(copy_pass,&vertex_buffer_location,&vertex_buffer_region,true);
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SDL_UploadToGPUBuffer(copy_pass,&index_buffer_location,&index_buffer_region,true);
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SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region,true);
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SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region,true);
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SDL_EndGPUCopyPass(copy_pass);
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SDL_ReleaseGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
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SDL_ReleaseGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
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}
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void ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
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void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if(fb_width <= 0 || fb_height <= 0)
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if (fb_width <= 0 || fb_height <= 0)
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return;
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ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
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ImGui_ImplSDLGPU_FrameData* fd = &bd->MainWindowFrameData;
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
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if (pipeline == nullptr)
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pipeline = bd->Pipeline;
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ImGui_ImplSDLGPU_SetupRenderState(draw_data,pipeline,command_buffer,render_pass,fd,fb_width,fb_height);
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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@ -267,10 +260,10 @@ void ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer
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SDL_SetGPUScissor(render_pass,&scissor_rect);
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// Bind DescriptorSet with font or user texture
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SDL_BindGPUFragmentSamplers(render_pass,0,(SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(),1);
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SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
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// Draw
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SDL_DrawGPUIndexedPrimitives(render_pass,pcmd->ElemCount,1,pcmd->IdxOffset + global_idx_offset,pcmd->VtxOffset + global_vtx_offset,0);
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SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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}
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}
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global_idx_offset += draw_list->IdxBuffer.Size;
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@ -281,21 +274,21 @@ void ImGui_ImplSDLGPU_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer
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// Our last values will leak into user/application rendering if you forgot to call SDL_SetGPUViewport() and SDL_SetGPUScissor() yourself to explicitly set that state
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// In theory we should aim to backup/restore those values but I am not sure this is possible.
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// We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
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SDL_Rect scissor_rect {0,0,fb_width,fb_height};
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SDL_SetGPUScissor(render_pass,&scissor_rect);
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SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
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SDL_SetGPUScissor(render_pass, &scissor_rect);
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}
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bool ImGui_ImplSDLGPU_CreateFontsTexture()
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bool ImGui_ImplSDLGPU3_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
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ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
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// Destroy existing texture (if any)
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if (bd->FontTexture)
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{
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SDL_WaitForGPUIdle(v->GpuDevice);
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ImGui_ImplSDLGPU_DestroyFontsTexture();
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ImGui_ImplSDLGPU3_DestroyFontsTexture();
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}
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unsigned char* pixels;
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@ -315,7 +308,7 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
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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->GpuDevice,&texture_info);
|
||||
bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice, &texture_info);
|
||||
IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
|
||||
}
|
||||
|
||||
|
|
@ -328,12 +321,12 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
|
|||
font_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
||||
font_transferbuffer_info.size = upload_size;
|
||||
|
||||
SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice,&font_transferbuffer_info);
|
||||
SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &font_transferbuffer_info);
|
||||
IM_ASSERT(font_transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
|
||||
|
||||
void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice,font_transferbuffer,false);
|
||||
memcpy(texture_ptr,pixels,upload_size);
|
||||
SDL_UnmapGPUTransferBuffer(v->GpuDevice,font_transferbuffer);
|
||||
void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice, font_transferbuffer, false);
|
||||
memcpy(texture_ptr, pixels, upload_size);
|
||||
SDL_UnmapGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
|
||||
|
||||
SDL_GPUTextureTransferInfo font_transfer_info = {};
|
||||
font_transfer_info.offset = 0;
|
||||
|
|
@ -347,7 +340,7 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
|
|||
|
||||
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->GpuDevice);
|
||||
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
|
||||
SDL_UploadToGPUTexture(copy_pass,&font_transfer_info,&font_texture_region,false);
|
||||
SDL_UploadToGPUTexture(copy_pass, &font_transfer_info, &font_texture_region, false);
|
||||
SDL_EndGPUCopyPass(copy_pass);
|
||||
SDL_SubmitGPUCommandBuffer(cmd);
|
||||
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
|
||||
|
|
@ -359,28 +352,26 @@ bool ImGui_ImplSDLGPU_CreateFontsTexture()
|
|||
return true;
|
||||
}
|
||||
|
||||
// You probably never need to call this, as it is called by ImGui_ImplSDLGPU_CreateFontsTexture() and ImGui_ImplSDLGPU_Shutdown().
|
||||
void ImGui_ImplSDLGPU_DestroyFontsTexture()
|
||||
// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
|
||||
void ImGui_ImplSDLGPU3_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
|
||||
ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
|
||||
|
||||
if(bd->FontTexture)
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
|
||||
if (bd->FontTexture)
|
||||
{
|
||||
SDL_ReleaseGPUTexture(v->GpuDevice,bd->FontTexture);
|
||||
SDL_ReleaseGPUTexture(v->GpuDevice, bd->FontTexture);
|
||||
bd->FontBinding.texture = nullptr;
|
||||
bd->FontTexture = nullptr;
|
||||
}
|
||||
|
||||
io.Fonts->SetTexID(0);
|
||||
}
|
||||
|
||||
static void Imgui_ImplSDLGPU_CreateShaders()
|
||||
static void Imgui_ImplSDLGPU3_CreateShaders()
|
||||
{
|
||||
// Create the shader modules
|
||||
ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
|
||||
ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
|
||||
|
||||
const char* driver = SDL_GetGPUDeviceDriver(v->GpuDevice);
|
||||
|
||||
|
|
@ -400,22 +391,20 @@ static void Imgui_ImplSDLGPU_CreateShaders()
|
|||
fragment_shader_info.num_storage_textures = 0;
|
||||
fragment_shader_info.num_uniform_buffers = 0;
|
||||
|
||||
if(strcmp(driver,"vulkan") == 0)
|
||||
if (strcmp(driver, "vulkan") == 0)
|
||||
{
|
||||
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
|
||||
vertex_shader_info.code = spirv_vertex;
|
||||
vertex_shader_info.code_size = sizeof(spirv_vertex);
|
||||
|
||||
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
|
||||
fragment_shader_info.code = spirv_fragment;
|
||||
fragment_shader_info.code_size = sizeof(spirv_fragment);
|
||||
}
|
||||
else if (strcmp(driver,"direct3d12") == 0)
|
||||
else if (strcmp(driver, "direct3d12") == 0)
|
||||
{
|
||||
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
|
||||
vertex_shader_info.code = dxbc_vertex;
|
||||
vertex_shader_info.code_size = sizeof(dxbc_vertex);
|
||||
|
||||
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
|
||||
fragment_shader_info.code = dxbc_fragment;
|
||||
fragment_shader_info.code_size = sizeof(dxbc_fragment);
|
||||
|
|
@ -427,25 +416,23 @@ static void Imgui_ImplSDLGPU_CreateShaders()
|
|||
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
||||
vertex_shader_info.code = metallib_vertex;
|
||||
vertex_shader_info.code_size = sizeof(metallib_vertex);
|
||||
|
||||
fragment_shader_info.entrypoint = "main0";
|
||||
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
||||
fragment_shader_info.code = metallib_fragment;
|
||||
fragment_shader_info.code_size = sizeof(metallib_fragment);
|
||||
}
|
||||
#endif
|
||||
bd->VertexShader = SDL_CreateGPUShader(v->GpuDevice,&vertex_shader_info);
|
||||
bd->FragmentShader = SDL_CreateGPUShader(v->GpuDevice,&fragment_shader_info);
|
||||
|
||||
bd->VertexShader = SDL_CreateGPUShader(v->GpuDevice, &vertex_shader_info);
|
||||
bd->FragmentShader = SDL_CreateGPUShader(v->GpuDevice, &fragment_shader_info);
|
||||
IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
|
||||
IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU_CreateGraphicsPipeline()
|
||||
static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
|
||||
{
|
||||
ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
|
||||
ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
|
||||
Imgui_ImplSDLGPU_CreateShaders();
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
|
||||
Imgui_ImplSDLGPU3_CreateShaders();
|
||||
|
||||
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
|
||||
vertex_buffer_desc[0].slot = 0;
|
||||
|
|
@ -520,14 +507,14 @@ static void ImGui_ImplSDLGPU_CreateGraphicsPipeline()
|
|||
pipeline_info.depth_stencil_state = depth_stencil_state;
|
||||
pipeline_info.target_info = target_info;
|
||||
|
||||
bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->GpuDevice,&pipeline_info);
|
||||
bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->GpuDevice, &pipeline_info);
|
||||
IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDLGPU_CreateDeviceObjects()
|
||||
bool ImGui_ImplSDLGPU3_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
|
||||
ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
|
||||
|
||||
if (!bd->FontSampler)
|
||||
{
|
||||
|
|
@ -546,53 +533,53 @@ bool ImGui_ImplSDLGPU_CreateDeviceObjects()
|
|||
sampler_info.max_anisotropy = 1.0f;
|
||||
sampler_info.enable_compare = false;
|
||||
|
||||
bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice,&sampler_info);
|
||||
bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice, &sampler_info);
|
||||
bd->FontBinding.sampler = bd->FontSampler;
|
||||
IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
|
||||
}
|
||||
|
||||
ImGui_ImplSDLGPU_CreateGraphicsPipeline();
|
||||
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLGPU_DestroyFrameData()
|
||||
void ImGui_ImplSDLGPU3_DestroyFrameData()
|
||||
{
|
||||
ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
|
||||
ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
|
||||
|
||||
SDL_ReleaseGPUBuffer(v->GpuDevice,bd->MainWindowFrameData.VertexBuffer);
|
||||
SDL_ReleaseGPUBuffer(v->GpuDevice,bd->MainWindowFrameData.IndexBuffer);
|
||||
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.VertexBuffer);
|
||||
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.IndexBuffer);
|
||||
bd->MainWindowFrameData.VertexBuffer = nullptr;
|
||||
bd->MainWindowFrameData.IndexBuffer = nullptr;
|
||||
bd->MainWindowFrameData.VertexBufferSize = 0;
|
||||
bd->MainWindowFrameData.IndexBufferSize = 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLGPU_DestroyDeviceObjects()
|
||||
void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
|
||||
ImGui_ImplSDLGPU_InitInfo* v = &bd->GPUInitInfo;
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
|
||||
|
||||
ImGui_ImplSDLGPU_DestroyFrameData();
|
||||
ImGui_ImplSDLGPU_DestroyFontsTexture();
|
||||
ImGui_ImplSDLGPU3_DestroyFrameData();
|
||||
ImGui_ImplSDLGPU3_DestroyFontsTexture();
|
||||
|
||||
if(bd->VertexShader) { SDL_ReleaseGPUShader(v->GpuDevice,bd->VertexShader); bd->VertexShader = nullptr;}
|
||||
if(bd->FragmentShader) { SDL_ReleaseGPUShader(v->GpuDevice,bd->FragmentShader); bd->FragmentShader = nullptr;}
|
||||
if(bd->FontSampler) { SDL_ReleaseGPUSampler(v->GpuDevice, bd->FontSampler); bd->FontSampler = nullptr;}
|
||||
if(bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->GpuDevice,bd->Pipeline); bd->Pipeline = nullptr;}
|
||||
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->VertexShader); bd->VertexShader = nullptr;}
|
||||
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->FragmentShader); bd->FragmentShader = nullptr;}
|
||||
if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->GpuDevice, bd->FontSampler); bd->FontSampler = nullptr;}
|
||||
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->GpuDevice, bd->Pipeline); bd->Pipeline = nullptr;}
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDLGPU_Init(ImGui_ImplSDLGPU_InitInfo* info)
|
||||
bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDLGPU_Data* bd = IM_NEW(ImGui_ImplSDLGPU_Data)();
|
||||
ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_sdlgpu";
|
||||
io.BackendRendererName = "imgui_impl_sdlgpu3";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
IM_ASSERT(info->GpuDevice != nullptr);
|
||||
|
|
@ -600,31 +587,31 @@ bool ImGui_ImplSDLGPU_Init(ImGui_ImplSDLGPU_InitInfo* info)
|
|||
|
||||
bd->GPUInitInfo = *info;
|
||||
|
||||
ImGui_ImplSDLGPU_CreateDeviceObjects();
|
||||
ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLGPU_Shutdown()
|
||||
void ImGui_ImplSDLGPU3_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplSDLGPU_DestroyDeviceObjects();
|
||||
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLGPU_NewFrame()
|
||||
void ImGui_ImplSDLGPU3_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDLGPU_Data* bd = ImGui_ImplSDLGPU_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
|
||||
|
||||
if(!bd->FontTexture)
|
||||
ImGui_ImplSDLGPU_CreateFontsTexture();
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplSDLGPU3_CreateFontsTexture();
|
||||
}
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui: Renderer Backend for SDL_Gpu
|
||||
// dear imgui: Renderer Backend for SDL_GPU
|
||||
// This needs to be used along with the SDL3 Platform Backend
|
||||
|
||||
// Implemented features:
|
||||
|
|
@ -27,7 +27,7 @@
|
|||
|
||||
// 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
|
||||
struct ImGui_ImplSDLGPU3_InitInfo
|
||||
{
|
||||
SDL_GPUDevice* GpuDevice = nullptr;
|
||||
SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
|
||||
|
|
@ -35,12 +35,12 @@ struct ImGui_ImplSDLGPU_InitInfo
|
|||
};
|
||||
|
||||
// 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();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
|
||||
IMGUI_IMPL_API void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
|
|
|||
|
|
@ -1,3 +1,7 @@
|
|||
|
||||
Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
|
||||
(You don't need to copy this folder if you are using the backend as-is)
|
||||
|
||||
1) Compile the raw shader files to SPIRV:
|
||||
|
||||
glslc -o vertex.spv -c shader.vert
|
||||
|
|
@ -33,4 +37,4 @@
|
|||
Proceed to step 4
|
||||
|
||||
|
||||
4) Either find a way to load the shader bytecode from file, or use a tool like https://notisrac.github.io/FileToCArray/ to convert the file to a uint8_t array
|
||||
4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,8 @@ layout(location = 0) out vec4 fColor;
|
|||
|
||||
layout(set=2, binding=0) uniform sampler2D sTexture;
|
||||
|
||||
layout(location = 0) in struct {
|
||||
layout(location = 0) in struct
|
||||
{
|
||||
vec4 Color;
|
||||
vec2 UV;
|
||||
} In;
|
||||
|
|
@ -11,4 +12,4 @@ layout(location = 0) in struct {
|
|||
void main()
|
||||
{
|
||||
fColor = In.Color * texture(sTexture, In.UV.st);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,12 +3,14 @@ layout(location = 0) in vec2 aPos;
|
|||
layout(location = 1) in vec2 aUV;
|
||||
layout(location = 2) in vec4 aColor;
|
||||
|
||||
layout(set=1,binding=0) uniform UBO {
|
||||
layout(set=1,binding=0) uniform UBO
|
||||
{
|
||||
vec2 uScale;
|
||||
vec2 uTranslate;
|
||||
} ubo;
|
||||
|
||||
layout(location = 0) out struct {
|
||||
layout(location = 0) out struct
|
||||
{
|
||||
vec4 Color;
|
||||
vec2 UV;
|
||||
} Out;
|
||||
|
|
@ -19,4 +21,4 @@ void main()
|
|||
Out.UV = aUV;
|
||||
gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1);
|
||||
gl_Position.y *= -1.0f;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
4
backends/vulkan/build_instructions.txt
Normal file
4
backends/vulkan/build_instructions.txt
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
|
||||
Script to rebuild shaders stored inside imgui_impl_vulkan.h
|
||||
(You don't need to copy this folder if you are using the backend as-is)
|
||||
|
||||
|
|
@ -68,6 +68,7 @@ Other changes:
|
|||
- Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) [@moritz-h]
|
||||
- Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) [@juur]
|
||||
- Misc: Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300)
|
||||
- Backends: SDL_GPU for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x].
|
||||
- Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears
|
||||
to leak on on X11 (#8256). [@Helodity]
|
||||
- Backends: Metal: Fixed leaks when using metal-cpp. (#8276, #8166) [@selimsandal]
|
||||
|
|
|
|||
|
|
@ -139,8 +139,8 @@ This support building with Emscripten and targeting WebGL.<BR>
|
|||
Prefer using that if you are using modern GL or WebGL in your application.
|
||||
|
||||
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
|
||||
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
|
||||
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.<BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp <BR>
|
||||
This requires SDL 2.0.18+ (released November 2021) <BR>
|
||||
|
||||
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
|
||||
|
|
@ -149,6 +149,26 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
|
|||
This is quite long and tedious, because: Vulkan. <BR>
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern GL calls and custom shaders. <BR>
|
||||
This support building with Emscripten and targeting WebGL.<BR>
|
||||
|
||||
[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/) <BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.<BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
|
||||
|
||||
[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/) <BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.<BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
|
||||
|
||||
[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/) <BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp <BR>
|
||||
This is quite long and tedious, because: Vulkan. <BR>
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
|
||||
DirectX9 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
|
||||
|
|
|
|||
|
|
@ -123,7 +123,7 @@ On most platforms and when using C++, **you should be able to use a combination
|
|||
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
|
||||
|
||||
Officially maintained backends/bindings (in repository):
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
|
||||
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
|
||||
- Frameworks: Allegro5, Emscripten.
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
// Dear ImGui: standalone example application for SDL_Gpu
|
||||
// Dear ImGui: standalone example application for SDL3 + SDL_GPU
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
|
|
@ -17,7 +17,6 @@
|
|||
#include <stdlib.h> // abort
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
|
||||
// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
|
|
@ -34,23 +33,23 @@ int main(int, char**)
|
|||
}
|
||||
|
||||
// Create SDL window graphics context
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDLGpu example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Create SDL Gpu Device
|
||||
SDL_GPUDevice* gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
|
||||
if (gpuDevice == nullptr)
|
||||
// Create GPU Device
|
||||
SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
|
||||
if (gpu_device == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Claim window for GPU Device
|
||||
if (!SDL_ClaimWindowForGPUDevice(gpuDevice, window))
|
||||
if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
|
||||
{
|
||||
printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
|
|
@ -69,11 +68,11 @@ int main(int, char**)
|
|||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForOther(window);
|
||||
ImGui_ImplSDLGPU_InitInfo init_info = {};
|
||||
init_info.GpuDevice = gpuDevice;
|
||||
init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpuDevice, window);
|
||||
ImGui_ImplSDLGPU3_InitInfo init_info = {};
|
||||
init_info.GpuDevice = gpu_device;
|
||||
init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
|
||||
init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
|
||||
ImGui_ImplSDLGPU_Init(&init_info);
|
||||
ImGui_ImplSDLGPU3_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
|
|
@ -119,9 +118,9 @@ int main(int, char**)
|
|||
SDL_Delay(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplSDLGPU_NewFrame();
|
||||
ImGui_ImplSDLGPU3_NewFrame();
|
||||
ImGui_ImplSDL3_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
|
|
@ -167,18 +166,15 @@ int main(int, char**)
|
|||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
|
||||
|
||||
// Acquire a GPU command buffer
|
||||
SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpuDevice);
|
||||
SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
|
||||
|
||||
//Acquire a swapchain texture
|
||||
SDL_GPUTexture* swapchain_texture;
|
||||
SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
|
||||
SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
|
||||
|
||||
if (swapchain_texture != nullptr && !is_minimized)
|
||||
{
|
||||
// !!! THIS IS MANDATORY !!!
|
||||
// Call Imgui_ImplSDLGPU_PrepareDrawData to upload the vertex/index buffer
|
||||
Imgui_ImplSDLGPU_PrepareDrawData(draw_data, command_buffer);
|
||||
// This is mandatory: call Imgui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
|
||||
Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
|
||||
|
||||
// Setup and start a render pass
|
||||
SDL_GPUColorTargetInfo target_info = {};
|
||||
|
|
@ -190,21 +186,26 @@ int main(int, char**)
|
|||
target_info.layer_or_depth_plane = 0;
|
||||
target_info.cycle = false;
|
||||
SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
|
||||
/// Render ImGui
|
||||
ImGui_ImplSDLGPU_RenderDrawData(draw_data, command_buffer, render_pass);
|
||||
|
||||
// Render ImGui
|
||||
ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
|
||||
|
||||
SDL_EndGPURenderPass(render_pass);
|
||||
}
|
||||
|
||||
// Submit the command buffer
|
||||
SDL_SubmitGPUCommandBuffer(command_buffer);
|
||||
}
|
||||
// Cleanup
|
||||
SDL_WaitForGPUIdle(gpuDevice);
|
||||
SDL_WaitForGPUIdle(gpu_device);
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
ImGui_ImplSDLGPU_Shutdown();
|
||||
ImGui_ImplSDLGPU3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
SDL_ReleaseWindowFromGPUDevice(gpuDevice, window);
|
||||
SDL_DestroyGPUDevice(gpuDevice);
|
||||
|
||||
SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
|
||||
SDL_DestroyGPUDevice(gpu_device);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue