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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