3f0699cf0 Backends: Vulkan: Fix failing assertion for platforms where viewports are not supported (#8734) adfa5364c Merge branch 'master' into docking 673eb7de9 Version 1.92.0 da3c86925 Demo: added TextLinkOpenURL() call in Widgets section. 2819ab32f Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback. (#5548, #4510, #3355, #1760, #1490, #4152, #150) 6f21bed66 Fonts: removing assert from legacy PushFont() to mirror new PushFont(). for consistency. 719a3fe98 Additional comments on ErrorCheckUsingSetCursorPosToExtendParentBoundaries(). (#5548) 5bc70c68e Fonts: fix PushFont(NULL) to work as advertised. dcf14505e Backends: SDLGPU: fixes call to SDL_MapGPUTransferBuffer(). Fixes artifacts on OSX/Metal. (#8465, #8703) d8c695371 Fonts: comments. e4bba0b53 Merge branch 'master' into docking 89b5a2c3d (Breaking) Fonts: removed ImFontFlags_DefaultToLegacySize. 97e0d5961 (Breaking) Fonts: removed PushFontSize(), PopFontSize(). ca72eb059 (Breaking) Fonts: obsolete PushFont() default parameter. 04a5b9c2c Backends: SDL3: fixed pulling SDL_PROP_WINDOW_COCOA_WINDOW_POINTER into viewport->PlatformHandleRaw. (#8725, #8726) 776897d3c Fonts: fixed PVS Studio false positive "expression 'cmd_count != draw_list->CmdBuffer.Size' is always false." (#8720, #8465) 7cd567202 Merge branch 'master' into docking 0218ddd57 Fonts: moved GetFont(), GetFontSize(), GetFontBaked() to higher section. 6722d789e (Breaking) Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font". 6e846c56b Demo: fixed ID conflicts. (#8723) 608dd96de Fonts: fixed RenderText() asserting when crossing VtxOffset change boundaries. (#8720, #8465) a49ddaac8 Fonts: add comments and examples for GlyphExcludeRanges[]. 613a6a964 Fonts: AddFontDefault() adds to GlyphOffset.y instead of overriding it. 0dc2885f3 InputText: fix for InsertChars() to work on read-only buffer. (#8714, #8689, #8242) efe2b21a5 Backends: GLFW: Fixed not installing WndProc hook in all GLFW version, so AddMouseSourceEvent() logic was missing for some viewports. e132b444a Backends: GLFW: Fixed crash when using GLFW 3.3 (#8713, #8676, #8239, #8069) 4fde473f3 Backends: warning fixes (for docking branch). afe20dc9b Backends: warning fix. b580c1130 Merge branch 'master' into docking e97e55adb Backends: Fixed various warnings discovered when using MinGW GCC 15/Clang on latest backends. 2f9c518ca Textures: ImTextureData::GetPixels() returns void* for clarity. 9a50c0917 Bsckends: SDL2, GLFW: fixed ImGui_ImplXXXX_GetContentScaleXXX functions never using SDL 2.0.4 & GLFW 3.3 path in master. 3a964d18e Comments on ImGuiMod_XXXX and ImGuiKey_GamepadXXXX values. 8d6e66d38 Backends: DX10, DX11, DX12, OpenGL3, Vulkan, WGPU: Assert when CreateDeviceObjects() calls return false. f7dabede8 Backends: Allegro5: Fixed missing invisible mouse cursor, broken by ee8941e0d. 725d185a3 Backends: DirectX12: fixed build on MinGW. (#8702, #4594) 2a8c75f3e Backends: GLFW: amend for multi-context support with multi-viewport. (#8676, #8239, #8069) c2c38beec Merge branch 'master' into docking f633a6058 Backends: GLFW: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069) d290e583c Backends: GLFW: fixed WndProc relying on current context. (#8676, #8239, #8069) c56e8b496 imgui_freetype: fixed NULL that creeped in instead of nullptr. 344d5ff4b Merge branch 'master' into docking b2c73596a InputText: fixed a buffer overrun that could happen when using dynamically resizing buffers. (#8689) 12626b85c InputText: minor changes to match for both insert chars paths to look more similar. 08bb34814 Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) 041abe852 Revert "Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl]" 39a90ac4d Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl] f2e4e8039 Windows: BeginChild(): fixed being unable to combine manual resize on one axis and automatic resize on the other axis. (#8690) fe048efea DrawList, Fonts: fixed PushFont()/AddImage() not restoring correct atlas texture id when using multiple atlas (#8694) 24f7328e5 DrawList, Fonts: fixed ImFontAtlasTextureRepack() overwriting draw list shared data UV's etc. even when not bound. (#8694, #8465) 842837e35 imgui_freetype: fix conversion null -> bool in FontBakedLoadGlyph (#8696) 6b3cbb10a Backends: Vulkan: correct minimum pool size assertion (#8691) d896eab16 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our viewports. Amend 7ac99a4 for docking. (#8644) 4cf85ee54 Merge branch 'master' into docking cfa43e721 Windows: clicking on a window close button doesn't claim focus and bring to front. (#8683) d8da97f75 Fonts: UpdateCurrentFontSize() early out doesn't need to clear FontBaked. ca3169310 Fonts: fixed FontBaked=NULL in initial call to SetCurrentWindow() in Begin() using previous frame value of SkipItems. (#8465) 1ec1510ef Fonts: clarify assert. (#8680) 7ac99a436 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644) b7f13df13 Docs: reformat Changelog. 571dae966 Backends: WGPU: added ImGuiBackendFlags_RendererHasTextures support. (#8465) b178fd428 Backends: WebGPU: moved sampler creation out of ImGui_ImplWGPU_CreateFontsTexture(). 115a8e74c Fonts: update misc comments, docs. 41f4acfb4 Fonts: add has_textures parameters to ImFontAtlasUpdateNewFrame(). 7b8e00013 Fixed duplicate symbols in some compile-time configurations. 1ce75e2bc Fixed duplicate symbols in some compile-time configurations. e8f831dea Merge branch 'master' into docking f6fc16658 TreeNode: fixed runtime asan warning (#2920) a0b3eceec Fixed using IMGUI_DISABLE_DEMO_WINDOWS without IMGUI_DISABLE_DEBUG_TOOLS and without linking with imgui_demo.cpp 7d70c0ff9 Merge branch 'master' into docking 7a42233d4 imgui_freetype: fixed using legacy names. 895bff652 Removed unneeded check in RenderText() loop + disable static analyzer false-positive warnings. e43fd7537 Merge branch 'master' into docking df068ce11 Various/misc fixes following back-and-forth dynamic_fonts->master->docking merges. Added missing API BREAKING CHANGES section. e4055e763 Fonts: Misc merge fixes. 1e130e045 Examples: set ConfigDpiScaleFonts / ConfigDpiScaleViewports in all examples already setup for scaling. 65857236c Backends: GLFW, SDL2, SDL3, update for docking to use helpers. 6af6cec23 Merge branch 'master_fonts' into docking 96be95731 Docs: update Changelog, FAQ, Fonts docs. 4acce8565 Fonts: tweaks demo and exposure to sliders, etc. cc3d4cab2 (Breaking) renamed ImFontConfig::FontBuilderFlags -> FontLoaderFlags. ImFontAtlas::FontBuilderFlags -> FontLoaderFlags. ImGuiFreeTypeBuilderFlags -> ImGuiFreeTypeLoaderFlags. e1481a731 Fonts: fixed NewFrame() when atlas builder has been created but fonts not added. Fixed GetCustomRect() after atlas clear. 29fbf3c1e Fonts: demote ImFont::GetFontBaked() as slighty internal. 0e769c541 Fonts: amend UpdateCurentFontSize() early out optimization. 573f08135 Fonts: fixed PopFont() broken recovery. 2e67bd4de Fonts: rename to ImFontAtlasBuildLegacyPreloadAllGlyphRanges(). c18301f35 Examples: remove explicit font sizes from AddFontXXX() calls. Add commented out style.FontSizeBase assignment. 02f58b320 Fonts: AddFont() functions now allow size_pixels==0.0f (only required when using certain functions) bc394410a Examples: Win32+DX9/DX10/DX11/DX12, SDL2+DX11/OpenGL2/OpenGL3/SDLRenderer/Vulkan, SDL3+OpenGL/SDLGPU/SDLRenderer/Vulkan: made example DPI aware by default. (master + docking: partial support for multi-dpi by scaling fonts + viewports but not style) b98e92839 Backends: SDL2, SDL3, GLFW: Backport small part of c90ea13 from docking. 8269924c3 Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow() helpers. 9da3e6696 Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay(), ImGui_ImplSDL2_GetContentScaleForWindow() helpers. d72e66cde Examples: remove comments/references about baking and GetGlyphRangesJapanese(). 2d2b1cee6 Fonts: internals: renamed g.FontSizeBeforeScaling to g.FontSizeBase for consistency. 3c27c643a Fonts: internals: renamed g.FontScale to g.FontBakedScale for clarity. Comments. d85e22d20 Added style.FontScaleDpi which is the field overwritten by ImGuiConfigFlags_DpiEnableScaleFonts. 8766efcba (Breaking) Renamed io.FontGlobalScale to style.FontScaleMain. 80c08f228 (Breaking) Fonts: obsoleting SetWindowFontScale(). 59a11363a Fonts: ground work for allowing SizePixels to be optional. 402db2ef3 Fonts: fixed passing negative sizes to stb_truetype loader. 1e118ab89 Fonts: added ImGuiStyle::FontSizeBase. Ensuring PushFontSize() works before main loop and across NewFrame(). b029be6b6 Fonts: avoid calling GetFontBaked() during SetFontSize(). Also fixes loading extraneous baked on atlas that will be locked 033cdc413 Fonts: comments and slight packing of ImFontConfig fields. 69547bd4b Fonts: ImFont::DefaultSize -> ImFont::LegacySize. ImFontFlags_UseDefaultSize -> ImFontFlags_DefaultToLegacySize. e3860aa6a (Breaking) Fonts: removing obsolete ImFont::Scale. 25f9c318e Fonts: added "Input Glyphs Overlap Detection Tool". Added "Clear bakes", "Clear unused" buttons. Move code. 5926c877a Fonts: detect if ImFontAtlasUpdateNewFrame() is not being called. 9f8b4bdaf Fonts: fixed edge case calling RenderText() without priming with CalcTextSize(). b2343d624 Fonts: fallback to default default rasterizer density + pick one from existing viewports at the time of calling AddUpdateViewport(). 83aad8127 Fonts: comments + made IMGUI_DEBUG_LOG_FONT() work without an ImGui context. f3780c735 Fonts: adding GetFontBaked() in public API. 92ff15376 Fonts: added notes/comments and dummy type about renaming ImFontBuilderIO::GetBuilderForFreeType() to ImFontLoader::GetFontLoader(). 3d848a886 Fonts: fixed support for IMGUI_STB_NAMESPACE. 822903e56 Fonts: fixed ImFontAtlas::RemoveFont() with multiple sources. 5ee984555 Fonts: automatically set current rasterizer density to viewport density. Effectively should fix most things on macOS. ea756ede1 Fonts: reorder ImFontFlags according likelihood of being useful. 1b51a88bb Fonts: moved compare operators to internal. Removed commented out ones aimed legacy backends: not needed anymore since we didn't rename ImTextureID. 39f6c793b Fonts: proof of concept support for user textures. 91ed6e67b Fonts: fixed support for multiple atlases. fad5280d4 Fonts: fixed broken support for legacy backend due to a mismatch with initial pre-build baked id. 65e603997 Fonts: remove unnecessary ImDrawListSharedData::FontAtlas which is actually getting in the way of using multiple atlases. 46fa9e8ef Fonts: Debug display status. Fixed truncated raw texture id. Fixed FormatTextureIDForDebugDisplay(). Comments. f6735c223 Fonts: remove ImFontHooks in favor of a AddRemapChar() implementation. 89e880dfd Fonts: adding ImFontHooks for codepoint remapping. 8523cbdf5 Fonts: rework ImFontLoader::FontBakedLoadGlyph() interface 4dec946ae Fonts: don't pretend to half recover from OOM for now + debug log filename on load failure. b32ef3c05 Fonts: make RasterizerDensity a dynamic field. (temporarily exposed as SetFontRasterizerDensity()). 8140a9d8a Fonts: comments on ImTextureData fields. 42e7bb80b imgui_freetype: removed anonymous namespace + extracting two functions outside of ImGui_ImplFreeType_FontSrcData. 6a455e128 imgui_freetype: moving data out of ImGui_ImplFreeType_FontSrcData. 5310f5fba Fonts: rework toward reducing reliance on ImFontConfig::DstFont since we ought to separate them. 2b0d49a90 Fonts: make ImFont::Sources a vector. e7efe94fd Fonts: shallow rework of ImFontAtlasBakedAddFontGlyph() to facilitate upcoming change. 890fff92f Fonts: rename many internal functions for consistency. No other changes. c4fa9bb61 Fonts: add ImFontGlyph::SourceIdx. Extract code out of DebugNodeFont() into DebugNodeFontGlyphesForSrcMask(). bcd1a94b8 Fonts: Extract ImFontAtlasBuildGetFontBaked() out of ImFont::GetFontBaked() mostly for consistency with upcoming changes + tweak locals in AddFont(). 7840e453b Fonts: ImFontAtlasBuildInit() is always called with atlas->Builder == NULL. eb650c468 Fonts: fixed unused variable warning. c43b138a6 Fonts: no need to load current baked on SkipItems window? + removed unused field. cdfa537ad Fonts: packing of shared basic/line/cursor data uses more public API. ed2bb2cff Fonts: encode additional data in ImFontAtlasRectId to detect invalid id + added Rects debug browser. 0436fba13 Fonts: fixed compaction gc-ing baked fonts used in the current frame + rename. e8035b94e Fonts: misc tidying up. d789263e0 Fonts: internal rendering uses higher level functions. 12599da53 Fonts: do not mark whole ImTextureData struct as IMGUI_API to fix warning when used in ImVector<> (8559) fb5c53708 Fonts: changing loader/backend or loader flags may be done without losing custom rects. Sharing more code. 526a5d0f8 Fonts: tidying up. 1ea9ff367 Fonts: add optional out parameter to AddCustomRect() 074bf39e4 Fonts: GC Compact All exposed in Metrics->Memory Allocations includes compacting texture data. 23dc46c4f Fonts: added RemoveCustomRect(). e9cf3de58 Fonts: moved ImFontAtlasRectId back to public API. 69d28f867 Fonts: added ImFontAtlasRectId_Invalid == -1 db30e1b5b (Breaking) Fonts: rework GetCustomRect() api. Reintroduce ImFontAtlasRect. f40274702 (Breaking) Fonts: renamed AddCustomRectRegular() -> AddCustomRect(). 253dff765 Fonts: Comments. fc8708113 Fonts: fixed GetCustomRectUV(). 9324961cd Fonts: fixed calling AddFontXXX not invalidating texture for legacy backends. 44498825c (Breaking) Fonts: PushFont() default to preserve current font size. 168b97c29 Fonts: removed size rounding in AddFont() which breaks relative sizing of merged fonts (8502) 2de15dc64 Fonts: fixed legacy backend path preloading all sources sizes erroneously + failing to use ellipsis. 5460903f9 Fonts: awkwardly alias old TexID name to TexRef using an union (may backtrack and just keep old name) cb4c03756 Fonts: detect if backend assign to texture on creation but doesn't update Status. a548cd993 Fonts: avoid both ImTextureRef fields being set simultaneously. 0fff7ceda Fonts: comments, tweaks, minor amends. e41bf16ff Fonts: fixed ImTextureID() being zero-cleared instead of using ImTextureUserID_Invalid. . 8bd1fc4f0 Textures: Added ImTextureRef::GetTexID() mostly for consistency. cc65015e4 Fonts: fixed crashing password fields. 41517bca0 (Breaking) Fonts: renamed CalcCustomRectUV() to GetCustomRectUV() for simplicity. 4048494aa Fonts: rename ImFontAtlasBuildClearTexture() to ImFontAtlasBuildClear(). f816b861f (Breaking) Fonts: rename GetCustomRectByIndex() to GetCustomRect(). Made return struct const. 85d050758 Fonts: narrowed invalid value for ImFontAtlasRectId to -1 a we will change implementation. b12c42e75 Fonts: change uses of ImFontAtlasRect to ImTextureRect for simplicity. e76cfe5aa Fonts: fixed implicit init when calling AddCustomRectRegular(). LoaderShutdown match BuildDestroy. 7ac1bff48 Fonts: fixed an issue calling legacy ImFontAtlas::Clear(). 144f44421 Fonts: fixed memory leaks, shutting down font loader, and on AddFont() failure in FreeType backend. 52a686377 Textures: ImTextureData pixels are not immediately destroyed on setting ImTextureStatus_WantDestroy. 8ea0ae454 Fonts: fixed a bug using size specified by secondary font sources. 735d31e54 Demo: Exposed some basic UI in demo for sanity. 41a0e991f Fonts: Added UI to edit FreeType loader flags. Added ImFontAtlasBuildReloadAll() / ImFontAtlasBuildReloadFont() 40f988ce2 Fonts: in ShowFontAtlas() preserve open-state for latest texture. Improve debug display. c98e3c0ef Fonts: ImFontConfig::GlyphExcludeRanges is owner and copied. da51485e1 Fonts: Obsolete GetGlyphRangesXXX() functions. Update font documentation. 93410c47e Fonts: Fixed various small warnings / build issues. dec8d3863 Fonts: Added a ImFontFlags_NoLoadError flag to let user code try file paths. (3611) 131f5c57a Textures: Detect when using a texture that's about to be destroyed. 0b7133912 Demo: Add a "Fonts" section for visibility. 161e22232 Fonts: GetFontBaked() default to searching for closest size font. e98a314e0 Textures: Added ImTextureData::UsedRect. 2bf6879da Fonts: tidying up font scale logic. ef6beaeff Fonts: removed LockSingleSrcConfigIdx which isn't needed anymore since we don't load glyphs in ImFontAtlasBuildAddFont(). d8a612f73 Fonts: Fallback glyph is now lazily loaded on demand (yay!). Moving ImFontBaked:: functions outside of class. 78a17038c imgui_freetype: no need to store metrics locally. 18c8a93cc Fonts: Rework ImFontLoader signatures. c06a7585a Fonts: A font source can specify its own loader/backend. 1cfc0de31 Fonts: Core allocates per-baked-per-src backend buffers, to allow having custom backend per font source. Backend BakedInit/Destroy/AddGlyph process a single source. d59f10d7f Fonts: reinstated ImFontAtlasBuildSetupFontCreateEllipsisFromDot() compatible with baked system, lazily baked. 76b252f80 Fonts: Added ImFontAtlasBakedSetFontGlyphBitmap(). 92993e68c Fonts: Baked system, fix subsequent sources overriding shared font metrics. dc1320df6 Fonts: ImFontFlags: ImFontFlags_NoLoadGlyphs + add ImFontFlags_LockBakedSizes 8a8d8a7b3 Fonts: Exposed CompactCache(). Hide ClearCache(). eb79e3ab3 Fonts: Restore a functional AddCustomRectFontGlyph(). 815553c4b Fonts: ImFontConfig: added GlyphExcludeRanges[]. 96786a183 Fonts: Create a fallback glyph if none is available (fix crash on fonts with no fallback) 066b24d74 Fonts: Fixed _OnChangedTextureID() asserting when calling on e.g. finalized drawlists. 82b81fce6 Fonts: PushFontSize() with -1 uses sources[0]'s size for now (backward compat design) 658059022 Fonts: Allow PushFont/NewFrame/PopFont idioms to function. 842c313db Fonts: Reordered ImFont fields. 99f6b305c Fonts: Baked system, v12: support GlyphOffset / GlyphMinAdvanceX / GlyphMaxAdvanceX by scaling from ref value. df694c89b Fonts: Baked system, v11. 57d345ff8 Textures: Comments around ImTextureID type. 3ce753c48 Fonts: Debug dump to disk, debug log. be151977c Fonts: Texture resizing favor growing height, halve pack nodes. daaf0e4ef Fonts: Added PushFontSize(), PopFontSize() api. Added font_size param to PushFont() as well. 80404fae3 Fonts: clarify ClearTexData() as not supported with dynamic atlases. 093d01269 Fonts: Baked system, with auto-bind, v10. 7aba8da55 (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale as this will be needed. a2371ef90 Internals: added ImStableVector<> helper. fb69a09d6 Fonts: Fixed leak due to indirectly recursing ImFontAtlasPackInit(). c5653d5f3 Fonts: stb_truetype loader: Reworked scale handling to suggest this is not required caching. b203ac1e0 Fonts: Reduced reliance on ImFontConfig::DstFont. 722f6013f Fonts: Added a bit of user facing tooling. bd19bc508 Fonts: Removed BuildClearGlyphs(), conflated with ClearOutputData() 2bf6552f2 Fonts: Fixed/improved support for legacy backend. SetTexID() writes into our ImTextureData to keep the indirection, clear TexIsBuilt. ba62becb7 (Breaking) Fonts: remove ImFontAtlasCustomRect which is now the same as ImTextureRect a509790a1 Fonts: Added back support for AddCustomRectFontGlyph() 953ce90d2 Fonts: ImFontAtlasBuildInit() uses the occasion to sync HasTexUpdates from imgui context, narrowing the scope where it isn't set. 288055180 Fonts: Comments, remove ImFontAtlas facing BuildGrowTexture(), BuildCompactTexture(). Make IsBuilt() obsolete. 8ed4e2dde Fonts: Basic heuristic to repack instead of growing. Moved rects count/surface to internals. 2137b3448 Textures: Added atlas's TexMinWidth/TexMinHeight/TexMaxWidth/TexMaxHeight. 14614f561 Textures: Ensure UpdateBox is set on texture _WantCreate state too. b06f3c6d1 Fonts: turn public facing BuildRegisterGlyph() into ImFontAtlasBuildAddFontGlyph() thats sets up UV. 4ff1631b3 Fonts: Rasterizing ellipsis character from dot as one glyph + avoid preloading if it not needed. a2bc3d81c Fonts: Fixed support for multiple contexts. cec3e945f Fonts: added ImFontAtlas::RemoveFont(), fixed various leaks. df8450d92 Fonts: marked ImFontAtlas::Build() as obsolete 4399599de Fonts: ClearCache(), ImFontAtlasBuildGetTextureSizeEstimate(), tweak clearing functions. ef1521b47 Fonts: fix for password fields a51a26e2a Fonts: use a structure for post-processing - easier to pass things around and iterate on. 553b1c301 Fonts: repack without full reload, discard rectangle, fixed CustomRect api with stable id, remove public BuildInit(). a6c780192 Fonts: Measured and tweaked CalcTextSize() computation to minimize cost in our stress tests. 076a1ab85 Fonts: Misc amends, remove _PackNodesFactor, comments. ac13683c2 Fonts: ImFontAtlas accept DrawListSharedData not being set. 43cc3fc8b Fonts: optimization bake FallbackAdvanceX into IndexAdvanceX[]. 4f27792ff (Breaking) Removed atlas->TexDesiredWidth now unnecessary (github 327) b670f799d Fonts: use TexGlyphPadding. Fixed packing issues. Removed old code. 0f553c57b Fonts: AddFont() actually does the work, so we can handle errors & return an accurate return value. 1269467fa imgui_freetype: Removing old code. 08e1e7681 imgui_freetype: Added Freetype implementation for new architecture. 26c017d5e Backends: Metal: added ImGuiBackendFlags_RendererHasTextures support. ee8941e0d Backends: Allegro5: added ImGuiBackendFlags_RendererHasTextures support. 16fe666e3 Backends: SDLGPU3: added ImGuiBackendFlags_RendererHasTextures support. e538883a2 Backends: SDL_Renderer3: added ImGuiBackendFlags_RendererHasTextures support. 9fa65cd19 Backends: SDL_Renderer2: added ImGuiBackendFlags_RendererHasTextures support. abe294bfd Backends: Vulkan: added ImGuiBackendFlags_RendererHasTextures support. 0430c55b8 Backends: OpenGL2: added ImGuiBackendFlags_RendererHasTextures support. dbb91a574 Backends: OpenGL3: added ImGuiBackendFlags_RendererHasTextures support. eefe5d5aa Backends: DirectX12: added ImGuiBackendFlags_RendererHasTextures support. 2d2b1bc1c Backends: DirectX10: added ImGuiBackendFlags_RendererHasTextures support. 75efba7ec Backends: DirectX9: added ImGuiBackendFlags_RendererHasTextures support 372fd27e7 Backends: DirectX11: added ImGuiBackendFlags_RendererHasTextures support. c20e160e0 Textures: added texture list pointer in ImDrawData. 208705368 Textures: Adding a RefCount to textures so backend can avoid destroying them on shutdown if atlas is shared. a21a2e855 Textures: Single Textures[] array allows backend to not have to care about atlases. ee357aadd Textures: Add ImTextureUserID_Invalid + introducing SetTexID(). 2cde9125d Fonts: Selecting font config source list done by shared code. 0f0473bf1 Fonts, Textures: main code for ImGuiBackendFlags_RendererHasTextures feature. 191a728ec (Breaking) added ImTextureRef struct. Changed ImDrawCmd::TextureId to TexRef. e55415bfe (Breaking) renamed/moved ImGuiConfigFlags_DpiEnableScaleFonts -> ioConfigDpiScaleFonts, ImGuiConfigFlags_DpiEnableScaleViewports -> io.ConfigDpiScaleViewports b2f39318c Adding .cache to ignore list. (#8674) 201899b61 Backends: OpenGL3: Fixed using non-existing features on GLES 3.20 which would push a GL error. (#8664) eaac68ca2 Merge branch 'master' into docking c3d7ada9d Demo: add indentation to simplify upcoming merges. 91f72bbe1 Demo: omit ImGui:: prefix from ShowStyleEditor(), ShowUserGuide() code. 9485aeb5c Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f). e877f78b0 TreeNode: minor amend to b7ab2b7. (#2920) ef503ab0c TreeNode: fixed out of bound access in ImGuiTreeNodeFlags_DrawLinesXXX feature. (#2920) b7ab2b752 TreeNode: fixed an issue where tree lines are not drawn on node opening frame. (#2920) a92b53df7 Backends: Win32: Viewports: handle WM_DPICHANGED in backend when ImGuiConfigFlags_DpiEnableScaleViewports flag is enabled. ac6b84a7d Viewports: fixed handling of simultaneous move + resize (e.g. toggling maximized) when ImGuiConfigFlags_DpiEnableScaleViewports is enabled. 5e17c0801 Merge branch 'master' into docking 69e1fb50c Docs: fixed missing commit credit. (#8656) e6913f58b imgui_freetype: Update lunasvg API to support v3.0+ (#8656, #6842, #6591) c3a3a39e9 Nav: fixed abnormal clipping disable over large ranges, could lead to stall. (#3841, #1725) 19289d587 Nav: fixed scroll fallback (when there are no interactive widgets to jump to) not being enabled on windows with menu or title bar. c53c9a864 Clipper: further mitigation/improvements for abnormally large contents ranges (larger than e.g. 2^31). (#3609, #8215) 87a6443c5 Scroll: fixed contents size, scrollbar visibility and scrolling reet issue with abnormally large contents ranges. (#3609, #8215) 2bf57bbad Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section. 77f1d3b31 Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section. 407a0b972 (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale. 346f5c681 Platform IME: Fixed multi-viewports IME support, affecting SDL backends. (#8648, #8584, #7492, #6341) 5f0acadf7 RenderTextEllipsis() added breaking comments. 143924bbf Image(), ImageWithBg(): added extra comments. (#8131, #8238) 1ffa7a40a TextLinkOpenURL(): added bool return value on click. (#8645, #8451, #7660) e11ad6b77 Merge branch 'master' into docking 415dddf0f Tooltips: tooltips have a maximum size corresponding to host display/monitor size. 10a0eb3e1 Alter windows min/max size logic to prioritize enforcing size_max bounds rather than size_min. cdb5cbe6f (Breaking) Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6. d93d918ec (Breaking) Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. (#3092) 6d939fced (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. (#1079, #8639) 9361c3517 Backends: SDL2, SDL3: maximum room for sanitizer to not be zealous. c008c7d49 Merge remote-tracking branch 'origin/master' into docking c90ea1315 Viewports: added per-viewport FramebufferScale, Platform_GetWindowFramebufferScale() + Backends: GLFW, SDL2, SDL3, Apple: added support. (#1065, #1542, #1676, #1786, #2826, #3757, #5081, #5580, #5592, #6465, #7273, #7779 etc.) ) 63554bcee Backends: OSX: rename internal struct for consistency with other backends. b5a73033a Examples: Apple: Amend build scripts and gitignore, fix misc OSX warnings. (#8637) 2df9e9b10 Examples: Apple: add Makefile for example_apple_metal, example_apple_opengl2. (#8637) 2fd474132 Update pull_request_template.md 4e487cfa9 stb_textedit: subsequent comments to match ocornut/stb branch. (#8635, #7925) 1387d356a stb_textedit: subsequent fixes for next/prev word impl (not used by imgui) + PageUp/Home/End (no side effect but more correct) (#8635, #7925) 5c3ac9333 stb_textedit: minor edits to match PR submitted upstream. 61242e2e6 InputText: fixed cursor positioning issue using up/down keys on non-ASCII text. (#8635, #7925) 08689c51a Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName. 4a6ba9539 Backends: SDL3: Comments (#6146) e33069ce5 Viewports: fallback DpiScale pulled from fallback Monitor for consistency. b9ac32a0d Backends: DirectX12: Make sure texture sampling in the dx12 backend is not limited to the highest mip. (#8631) f484af34c Font: rename ImFont::AddRemapChar() parameters for clarity. (#609) ba513ba80 Backends: DX10, DX11, DX12: honor FramebufferScale. (#8412) 0a222a3e2 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. bf68040dc Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. 37fba4bed Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. [docking branch amend] (#8600, #8176) 1c8fad73f Merge branch 'master' into docking bbc89b639 Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. (#8600, #8176) 64a5e2748 Docs: bad merge error. d1dc2a329 Backends: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + try both non-KHR and KHR versions. (#8600, #8326, #8365) 46235e91f Examples: SDL3: specify SDL_WINDOW_HIGH_PIXEL_DENSITY and make centering consistent + call SDL_RenderScale(). afd3a36f6 Demo: added basic Fonts section under main demo (same as Metrics one) for visibility. c5e2bb7cd Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends. ef62aa733 Backends: SDL3: macOS: Fixed secondary-viewports not appearing on a different monitor than the main viewport. e3bfaab3f Examples: update xcode projects. c0dfd65d6 Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594) 20066a896 Examples: DirectX12+Win32: also test for IsIconic() for sleeping since we don't seem to get a DXGI_STATUS_OCCLUDED signal when minimized. (#8603) 3f8033324 Demo: Dual List Box: fix sorting function, in theory should return 0 when equal. (#8601) 75ddd9a6c Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599) b3c96bde8 Demo: use IM_ARRAYSIZE more consistently InputText calls in demo window (#8596) cbb8edb0b Tables: fixed an assert when combining Tables, Frozen Rows, Clipper and BeginMultiSelect() in a certain order. (#8595, #8250) fcdaa3279 Backends: GLFW: Disable multi-viewports under Wayland. (#8587) fe298cf98 Revert "Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)" 75964a986 CI: run on ubuntu-latest. b81991ac0 Backends: SDLGPU3: clear ImGuiBackendFlags_RendererHasViewports flag on shutdown. 2a000ee09 Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576) f53de38e1 Viewports, Backends: Debug logging. 3563f4db3 Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024) f2ba3a937 Rework TextAligned() api to take size input. (#7024) 0fc4967eb Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024) aed1bcc12 Rework TextAligned() api to take size input. (#7024) 839e3274e Merge branch 'master' into docking 6a42d6b33 Added wp TextAligned() TextAlignedV(), TextAlignedExV() to internal API. (#7024) dcf0d8cab Tables: fixed TableHeader() eager vertical clipping of text. (#6236) 7c6ce12fa Platform IME: minor amend to bf0f586 (#8584) bf0f586b6 Platform IME: added ImGuiPlatformImeData::WantTextInput, ViewportId. Backends: SDL3: honor WantTextInput. (#8584, #7492, #6341) facf671ec Demo: rename DockingSplitterSize slider label to DockingSeparatorSize for consistency. (#8579) af987eb11 Backends: DX12: build fix for Clang. (#8582) 87f12e56f Backends: SDL_GPU: Added multi-viewport support. Amends + update example. (#8573, #8163, #7998, #7988) baffc4e8b Backends: SDL_GPU: Added multi-viewport support. (#8573, #8163, #7998, #7988) 0ddc36f54 RenderTextEllipsis()): pixel align every dot for consistent display. 88d2df24b Merge branch 'master' into docking 69d572bb1 Fonts: reworked text ellipsis logic to ensure a "..." is always displayed instead of a single character. (#7024) 97d85338e Tabs: adjust handling of ellipsis now that Close Button visibility changed. (#8387) Internals: remove extra parameter to RenderTextEllipsis(). e4a865177 ImFont: added cpu clip fine option for ImFont::RenderChar() (which is technically internal). faea19380 Internals: minor refactor of TabItemLabelAndCloseButton(), should be no-op. 7ab4728a3 Error Handling: added better error report and recovery when calling EndFrame() or Render() without NewFrame(). b23a216ec Examples: added SDL2+Vulkan, SDL3+Vulkan, GLFW+Vulkan makefiles. Amend ignore list. (#2480) d3bb3336f Backends: OSX: remove duplicate variable. (#8565) 3ab50c334 TreeNode, Style: added style.TreeLinesRounding support. (#2920) git-subtree-dir: external/imgui git-subtree-split: 3f0699cf02b07c8312edbcd937f1881e3564d1ac
742 lines
36 KiB
C++
742 lines
36 KiB
C++
// 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) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
|
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
|
|
|
// 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.
|
|
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_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.
|
|
|
|
// CHANGELOG
|
|
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
|
// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
|
|
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
|
|
// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
|
// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
|
|
// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
|
|
// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
|
|
// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
|
|
|
|
#include "imgui.h"
|
|
#ifndef IMGUI_DISABLE
|
|
#include "imgui_impl_sdlgpu3.h"
|
|
#include "imgui_impl_sdlgpu3_shaders.h"
|
|
|
|
// SDL_GPU Data
|
|
struct ImGui_ImplSDLGPU3_Texture
|
|
{
|
|
SDL_GPUTexture* Texture = nullptr;
|
|
SDL_GPUTextureSamplerBinding TextureSamplerBinding = { nullptr, nullptr };
|
|
};
|
|
|
|
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
|
|
struct ImGui_ImplSDLGPU3_FrameData
|
|
{
|
|
SDL_GPUBuffer* VertexBuffer = nullptr;
|
|
SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
|
|
uint32_t VertexBufferSize = 0;
|
|
SDL_GPUBuffer* IndexBuffer = nullptr;
|
|
SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
|
|
uint32_t IndexBufferSize = 0;
|
|
};
|
|
|
|
struct ImGui_ImplSDLGPU3_Data
|
|
{
|
|
ImGui_ImplSDLGPU3_InitInfo InitInfo;
|
|
|
|
// Graphics pipeline & shaders
|
|
SDL_GPUShader* VertexShader = nullptr;
|
|
SDL_GPUShader* FragmentShader = nullptr;
|
|
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
|
|
SDL_GPUSampler* TexSampler = nullptr;
|
|
SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
|
|
uint32_t TexTransferBufferSize = 0;
|
|
|
|
// Frame data for main window
|
|
ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
|
|
};
|
|
|
|
// Forward Declarations
|
|
static void ImGui_ImplSDLGPU3_DestroyFrameData();
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// FUNCTIONS
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
|
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
|
// FIXME: multi-context support has never been tested.
|
|
static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
|
|
{
|
|
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
|
}
|
|
|
|
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)
|
|
{
|
|
//ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
|
|
// Bind graphics pipeline
|
|
SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
|
|
|
|
// Bind Vertex And Index Buffers
|
|
if (draw_data->TotalVtxCount > 0)
|
|
{
|
|
SDL_GPUBufferBinding vertex_buffer_binding = {};
|
|
vertex_buffer_binding.buffer = fd->VertexBuffer;
|
|
vertex_buffer_binding.offset = 0;
|
|
SDL_GPUBufferBinding index_buffer_binding = {};
|
|
index_buffer_binding.buffer = fd->IndexBuffer;
|
|
index_buffer_binding.offset = 0;
|
|
SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
|
|
SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
|
|
}
|
|
|
|
// Setup viewport
|
|
SDL_GPUViewport viewport = {};
|
|
viewport.x = 0;
|
|
viewport.y = 0;
|
|
viewport.w = (float)fb_width;
|
|
viewport.h = (float)fb_height;
|
|
viewport.min_depth = 0.0f;
|
|
viewport.max_depth = 1.0f;
|
|
SDL_SetGPUViewport(render_pass, &viewport);
|
|
|
|
// Setup scale and translation
|
|
// 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.
|
|
struct UBO { float scale[2]; float translation[2]; } ubo;
|
|
ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
|
|
ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
|
|
ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
|
|
ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
|
|
SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
|
|
}
|
|
|
|
static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
|
|
|
// FIXME-OPT: Not optimal, but this is fairly rarely called.
|
|
SDL_WaitForGPUIdle(v->Device);
|
|
SDL_ReleaseGPUBuffer(v->Device, *buffer);
|
|
SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
|
|
|
|
SDL_GPUBufferCreateInfo buffer_info = {};
|
|
buffer_info.usage = usage;
|
|
buffer_info.size = new_size;
|
|
buffer_info.props = 0;
|
|
*buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
|
|
*old_size = new_size;
|
|
IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
|
|
|
|
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
|
|
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
|
transferbuffer_info.size = new_size;
|
|
*transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
|
|
IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
|
|
}
|
|
|
|
// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
|
|
// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
|
|
// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
|
|
void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
|
|
{
|
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
|
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
|
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
|
if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
|
|
return;
|
|
|
|
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
|
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
|
if (draw_data->Textures != nullptr)
|
|
for (ImTextureData* tex : *draw_data->Textures)
|
|
if (tex->Status != ImTextureStatus_OK)
|
|
ImGui_ImplSDLGPU3_UpdateTexture(tex);
|
|
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
|
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
|
|
|
|
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
|
uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
|
if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
|
|
CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
|
|
if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
|
|
CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
|
|
|
|
ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
|
|
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
|
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
|
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
|
vtx_dst += draw_list->VtxBuffer.Size;
|
|
idx_dst += draw_list->IdxBuffer.Size;
|
|
}
|
|
SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
|
|
SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
|
|
|
|
SDL_GPUTransferBufferLocation vertex_buffer_location = {};
|
|
vertex_buffer_location.offset = 0;
|
|
vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
|
|
SDL_GPUTransferBufferLocation index_buffer_location = {};
|
|
index_buffer_location.offset = 0;
|
|
index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
|
|
|
|
SDL_GPUBufferRegion vertex_buffer_region = {};
|
|
vertex_buffer_region.buffer = fd->VertexBuffer;
|
|
vertex_buffer_region.offset = 0;
|
|
vertex_buffer_region.size = vertex_size;
|
|
|
|
SDL_GPUBufferRegion index_buffer_region = {};
|
|
index_buffer_region.buffer = fd->IndexBuffer;
|
|
index_buffer_region.offset = 0;
|
|
index_buffer_region.size = index_size;
|
|
|
|
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
|
|
SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
|
|
SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
|
|
SDL_EndGPUCopyPass(copy_pass);
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
|
|
{
|
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
|
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
|
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
|
if (fb_width <= 0 || fb_height <= 0)
|
|
return;
|
|
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
|
|
|
|
if (pipeline == nullptr)
|
|
pipeline = bd->Pipeline;
|
|
|
|
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
|
|
|
// Will project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
|
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
|
|
|
// Render command lists
|
|
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
|
int global_vtx_offset = 0;
|
|
int global_idx_offset = 0;
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
|
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
|
{
|
|
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
|
if (pcmd->UserCallback != nullptr)
|
|
{
|
|
// User callback, registered via ImDrawList::AddCallback()
|
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
|
else
|
|
pcmd->UserCallback(draw_list, pcmd);
|
|
}
|
|
else
|
|
{
|
|
// Project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
|
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
|
|
|
// Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
|
|
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
|
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
|
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
|
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
|
continue;
|
|
|
|
// Apply scissor/clipping rectangle
|
|
SDL_Rect scissor_rect = {};
|
|
scissor_rect.x = (int)clip_min.x;
|
|
scissor_rect.y = (int)clip_min.y;
|
|
scissor_rect.w = (int)(clip_max.x - clip_min.x);
|
|
scissor_rect.h = (int)(clip_max.y - clip_min.y);
|
|
SDL_SetGPUScissor(render_pass,&scissor_rect);
|
|
|
|
// Bind DescriptorSet with font or user texture
|
|
SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
|
|
|
|
// Draw
|
|
SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
|
}
|
|
}
|
|
global_idx_offset += draw_list->IdxBuffer.Size;
|
|
global_vtx_offset += draw_list->VtxBuffer.Size;
|
|
}
|
|
|
|
// Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
|
|
// 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
|
|
// In theory we should aim to backup/restore those values but I am not sure this is possible.
|
|
// 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)
|
|
SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
|
|
SDL_SetGPUScissor(render_pass, &scissor_rect);
|
|
}
|
|
|
|
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
|
|
if (backend_tex == nullptr)
|
|
return;
|
|
SDL_GPUTextureSamplerBinding* binding = (SDL_GPUTextureSamplerBinding*)(intptr_t)tex->BackendUserData;
|
|
IM_ASSERT(backend_tex->Texture == binding->texture);
|
|
SDL_ReleaseGPUTexture(bd->InitInfo.Device, backend_tex->Texture);
|
|
IM_DELETE(backend_tex);
|
|
|
|
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
|
tex->SetTexID(ImTextureID_Invalid);
|
|
tex->SetStatus(ImTextureStatus_Destroyed);
|
|
tex->BackendUserData = nullptr;
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
|
|
|
if (tex->Status == ImTextureStatus_WantCreate)
|
|
{
|
|
// Create and upload new texture to graphics system
|
|
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
|
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
|
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
|
ImGui_ImplSDLGPU3_Texture* backend_tex = IM_NEW(ImGui_ImplSDLGPU3_Texture)();
|
|
|
|
// Create texture
|
|
SDL_GPUTextureCreateInfo texture_info = {};
|
|
texture_info.type = SDL_GPU_TEXTURETYPE_2D;
|
|
texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
|
|
texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
|
|
texture_info.width = tex->Width;
|
|
texture_info.height = tex->Height;
|
|
texture_info.layer_count_or_depth = 1;
|
|
texture_info.num_levels = 1;
|
|
texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
|
|
|
|
backend_tex->Texture = SDL_CreateGPUTexture(v->Device, &texture_info);
|
|
backend_tex->TextureSamplerBinding.texture = backend_tex->Texture;
|
|
backend_tex->TextureSamplerBinding.sampler = bd->TexSampler;
|
|
IM_ASSERT(backend_tex->Texture && "Failed to create font texture, call SDL_GetError() for more info");
|
|
|
|
// Store identifiers
|
|
tex->SetTexID((ImTextureID)(intptr_t)&backend_tex->TextureSamplerBinding);
|
|
tex->BackendUserData = backend_tex;
|
|
}
|
|
|
|
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
|
|
{
|
|
ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
|
|
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
|
|
|
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
|
|
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
|
|
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
|
|
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
|
|
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
|
|
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
|
|
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
|
|
uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
|
|
uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
|
|
|
|
// Create transfer buffer
|
|
if (bd->TexTransferBufferSize < upload_size)
|
|
{
|
|
SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
|
|
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
|
|
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
|
transferbuffer_info.size = upload_size + 1024;
|
|
bd->TexTransferBufferSize = upload_size + 1024;
|
|
bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
|
|
IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
|
|
}
|
|
|
|
// Copy to transfer buffer
|
|
{
|
|
void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true);
|
|
for (int y = 0; y < upload_h; y++)
|
|
memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
|
|
SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
|
|
}
|
|
|
|
SDL_GPUTextureTransferInfo transfer_info = {};
|
|
transfer_info.offset = 0;
|
|
transfer_info.transfer_buffer = bd->TexTransferBuffer;
|
|
|
|
SDL_GPUTextureRegion texture_region = {};
|
|
texture_region.texture = backend_tex->Texture;
|
|
texture_region.x = (Uint32)upload_x;
|
|
texture_region.y = (Uint32)upload_y;
|
|
texture_region.w = (Uint32)upload_w;
|
|
texture_region.h = (Uint32)upload_h;
|
|
texture_region.d = 1;
|
|
|
|
// Upload
|
|
{
|
|
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
|
|
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
|
|
SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
|
|
SDL_EndGPUCopyPass(copy_pass);
|
|
SDL_SubmitGPUCommandBuffer(cmd);
|
|
}
|
|
|
|
tex->SetStatus(ImTextureStatus_OK);
|
|
}
|
|
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
|
ImGui_ImplSDLGPU3_DestroyTexture(tex);
|
|
}
|
|
|
|
static void ImGui_ImplSDLGPU3_CreateShaders()
|
|
{
|
|
// Create the shader modules
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
|
|
|
const char* driver = SDL_GetGPUDeviceDriver(v->Device);
|
|
|
|
SDL_GPUShaderCreateInfo vertex_shader_info = {};
|
|
vertex_shader_info.entrypoint = "main";
|
|
vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
|
|
vertex_shader_info.num_uniform_buffers = 1;
|
|
vertex_shader_info.num_storage_buffers = 0;
|
|
vertex_shader_info.num_storage_textures = 0;
|
|
vertex_shader_info.num_samplers = 0;
|
|
|
|
SDL_GPUShaderCreateInfo fragment_shader_info = {};
|
|
fragment_shader_info.entrypoint = "main";
|
|
fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
|
|
fragment_shader_info.num_samplers = 1;
|
|
fragment_shader_info.num_storage_buffers = 0;
|
|
fragment_shader_info.num_storage_textures = 0;
|
|
fragment_shader_info.num_uniform_buffers = 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)
|
|
{
|
|
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);
|
|
}
|
|
#ifdef __APPLE__
|
|
else
|
|
{
|
|
vertex_shader_info.entrypoint = "main0";
|
|
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->Device, &vertex_shader_info);
|
|
bd->FragmentShader = SDL_CreateGPUShader(v->Device, &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_ImplSDLGPU3_CreateGraphicsPipeline()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
|
ImGui_ImplSDLGPU3_CreateShaders();
|
|
|
|
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
|
|
vertex_buffer_desc[0].slot = 0;
|
|
vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
|
|
vertex_buffer_desc[0].instance_step_rate = 0;
|
|
vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
|
|
|
|
SDL_GPUVertexAttribute vertex_attributes[3];
|
|
vertex_attributes[0].buffer_slot = 0;
|
|
vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
|
|
vertex_attributes[0].location = 0;
|
|
vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
|
|
|
|
vertex_attributes[1].buffer_slot = 0;
|
|
vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
|
|
vertex_attributes[1].location = 1;
|
|
vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
|
|
|
|
vertex_attributes[2].buffer_slot = 0;
|
|
vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
|
|
vertex_attributes[2].location = 2;
|
|
vertex_attributes[2].offset = offsetof(ImDrawVert, col);
|
|
|
|
SDL_GPUVertexInputState vertex_input_state = {};
|
|
vertex_input_state.num_vertex_attributes = 3;
|
|
vertex_input_state.vertex_attributes = vertex_attributes;
|
|
vertex_input_state.num_vertex_buffers = 1;
|
|
vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
|
|
|
|
SDL_GPURasterizerState rasterizer_state = {};
|
|
rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
|
|
rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
|
|
rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
|
|
rasterizer_state.enable_depth_bias = false;
|
|
rasterizer_state.enable_depth_clip = false;
|
|
|
|
SDL_GPUMultisampleState multisample_state = {};
|
|
multisample_state.sample_count = v->MSAASamples;
|
|
multisample_state.enable_mask = false;
|
|
|
|
SDL_GPUDepthStencilState depth_stencil_state = {};
|
|
depth_stencil_state.enable_depth_test = false;
|
|
depth_stencil_state.enable_depth_write = false;
|
|
depth_stencil_state.enable_stencil_test = false;
|
|
|
|
SDL_GPUColorTargetBlendState blend_state = {};
|
|
blend_state.enable_blend = true;
|
|
blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
|
|
blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
|
|
blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
|
|
blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
|
|
blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
|
|
blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
|
|
blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
|
|
|
|
SDL_GPUColorTargetDescription color_target_desc[1];
|
|
color_target_desc[0].format = v->ColorTargetFormat;
|
|
color_target_desc[0].blend_state = blend_state;
|
|
|
|
SDL_GPUGraphicsPipelineTargetInfo target_info = {};
|
|
target_info.num_color_targets = 1;
|
|
target_info.color_target_descriptions = color_target_desc;
|
|
target_info.has_depth_stencil_target = false;
|
|
|
|
SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
|
|
pipeline_info.vertex_shader = bd->VertexShader;
|
|
pipeline_info.fragment_shader = bd->FragmentShader;
|
|
pipeline_info.vertex_input_state = vertex_input_state;
|
|
pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
|
|
pipeline_info.rasterizer_state = rasterizer_state;
|
|
pipeline_info.multisample_state = multisample_state;
|
|
pipeline_info.depth_stencil_state = depth_stencil_state;
|
|
pipeline_info.target_info = target_info;
|
|
|
|
bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
|
|
IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_CreateDeviceObjects()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
|
|
|
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
|
|
|
if (bd->TexSampler == nullptr)
|
|
{
|
|
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
|
SDL_GPUSamplerCreateInfo sampler_info = {};
|
|
sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
|
|
sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
|
|
sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
|
|
sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
|
sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
|
sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
|
sampler_info.mip_lod_bias = 0.0f;
|
|
sampler_info.min_lod = -1000.0f;
|
|
sampler_info.max_lod = 1000.0f;
|
|
sampler_info.enable_anisotropy = false;
|
|
sampler_info.max_anisotropy = 1.0f;
|
|
sampler_info.enable_compare = false;
|
|
|
|
bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
|
|
IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
|
|
}
|
|
|
|
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_DestroyFrameData()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
|
|
|
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
|
|
SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
|
|
SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
|
|
SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
|
|
SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
|
|
fd->VertexBuffer = fd->IndexBuffer = nullptr;
|
|
fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
|
|
fd->VertexBufferSize = fd->IndexBufferSize = 0;
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
|
|
|
ImGui_ImplSDLGPU3_DestroyFrameData();
|
|
|
|
// Destroy all textures
|
|
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
|
if (tex->RefCount == 1)
|
|
ImGui_ImplSDLGPU3_DestroyTexture(tex);
|
|
if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
|
|
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
|
|
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
|
|
if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; }
|
|
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
|
|
}
|
|
|
|
static void ImGui_ImplSDLGPU3_InitMultiViewportSupport();
|
|
static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
|
|
|
|
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_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
|
|
io.BackendRendererUserData = (void*)bd;
|
|
io.BackendRendererName = "imgui_impl_sdlgpu3";
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
|
|
|
IM_ASSERT(info->Device != nullptr);
|
|
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
|
|
|
|
bd->InitInfo = *info;
|
|
|
|
ImGui_ImplSDLGPU3_InitMultiViewportSupport();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_Shutdown()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
|
|
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
|
io.BackendRendererName = nullptr;
|
|
io.BackendRendererUserData = nullptr;
|
|
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
void ImGui_ImplSDLGPU3_NewFrame()
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
|
|
|
|
if (!bd->TexSampler)
|
|
ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
|
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
|
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
static void ImGui_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
|
|
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
|
|
SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window);
|
|
viewport->RendererUserData = (void*)1;
|
|
}
|
|
|
|
static void ImGui_ImplSDLGPU3_RenderWindow(ImGuiViewport* viewport, void*)
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
|
|
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
|
|
|
|
ImDrawData* draw_data = viewport->DrawData;
|
|
|
|
SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(data->InitInfo.Device);
|
|
|
|
SDL_GPUTexture* swapchain_texture;
|
|
SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
|
|
|
|
if (swapchain_texture != nullptr)
|
|
{
|
|
ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); // FIXME-OPT: Not optimal, may this be done earlier?
|
|
SDL_GPUColorTargetInfo target_info = {};
|
|
target_info.texture = swapchain_texture;
|
|
target_info.clear_color = SDL_FColor{ 0.0f,0.0f,0.0f,1.0f };
|
|
target_info.load_op = SDL_GPU_LOADOP_CLEAR;
|
|
target_info.store_op = SDL_GPU_STOREOP_STORE;
|
|
target_info.mip_level = 0;
|
|
target_info.layer_or_depth_plane = 0;
|
|
target_info.cycle = false;
|
|
SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
|
|
ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
|
|
SDL_EndGPURenderPass(render_pass);
|
|
}
|
|
|
|
SDL_SubmitGPUCommandBuffer(command_buffer);
|
|
}
|
|
|
|
static void ImGui_ImplSDLGPU3_DestroyWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
|
|
if (viewport->RendererUserData)
|
|
{
|
|
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
|
|
SDL_ReleaseWindowFromGPUDevice(data->InitInfo.Device, window);
|
|
}
|
|
viewport->RendererUserData = nullptr;
|
|
}
|
|
|
|
static void ImGui_ImplSDLGPU3_InitMultiViewportSupport()
|
|
{
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Renderer_RenderWindow = ImGui_ImplSDLGPU3_RenderWindow;
|
|
platform_io.Renderer_CreateWindow = ImGui_ImplSDLGPU3_CreateWindow;
|
|
platform_io.Renderer_DestroyWindow = ImGui_ImplSDLGPU3_DestroyWindow;
|
|
}
|
|
|
|
static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport()
|
|
{
|
|
ImGui::DestroyPlatformWindows();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|