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// dear imgui: Renderer Backend for SDL_GPU
// This needs to be used along with the SDL3 Platform Backend
// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// 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.
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// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
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// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
# pragma once
# include "imgui.h" // IMGUI_IMPL_API
# ifndef IMGUI_DISABLE
# include <SDL3/SDL_gpu.h>
// Initialization data, for ImGui_ImplSDLGPU_Init()
// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value
struct ImGui_ImplSDLGPU3_InitInfo
{
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SDL_GPUDevice * Device = nullptr ;
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SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID ;
SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1 ;
} ;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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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 ( ) ;
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData ( ImDrawData * draw_data , SDL_GPUCommandBuffer * command_buffer ) ;
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData ( ImDrawData * draw_data , SDL_GPUCommandBuffer * command_buffer , SDL_GPURenderPass * render_pass , SDL_GPUGraphicsPipeline * pipeline = nullptr ) ;
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects ( ) ;
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects ( ) ;
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture ( ImTextureData * tex ) ;
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// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLGPU3_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLGPU3_RenderState
{
SDL_GPUDevice * Device ;
SDL_GPUSampler * SamplerDefault ; // Default sampler (bilinear filtering)
SDL_GPUSampler * SamplerCurrent ; // Current sampler (may be changed by callback)
} ;
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# endif // #ifndef IMGUI_DISABLE