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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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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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uint32_t VertexBufferSize = 0; |
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uint32_t IndexBufferSize = 0; |
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}; |
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struct ImGui_ImplSDLGPU3_Data |
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{ |
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ImGui_ImplSDLGPU3_InitInfo InitInfo; |
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SDL_GPUShader* VertexShader = nullptr; |
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SDL_GPUShader* FragmentShader = nullptr; |
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SDL_GPUGraphicsPipeline* Pipeline = nullptr; |
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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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ImGui_ImplSDLGPU3_FrameData MainWindowFrameData; |
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}; |
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static void ImGui_ImplSDLGPU3_DestroyFrameData(); |
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static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
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} |
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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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SDL_BindGPUGraphicsPipeline(render_pass,pipeline); |
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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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vertex_buffer_binding.buffer = fd->VertexBuffer; |
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vertex_buffer_binding.offset = 0; |
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SDL_GPUBufferBinding index_buffer_binding = {}; |
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index_buffer_binding.buffer = fd->IndexBuffer; |
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index_buffer_binding.offset = 0; |
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SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1); |
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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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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.max_depth = 1.0f; |
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SDL_SetGPUViewport(render_pass, &viewport); |
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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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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->InitInfo; |
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SDL_WaitForGPUIdle(v->Device); |
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SDL_ReleaseGPUBuffer(v->Device, *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->Device, &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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void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer) |
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{ |
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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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return; |
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); |
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; |
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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->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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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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SDL_GPUTransferBufferCreateInfo index_transferbuffer_info = {}; |
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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->Device, &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->Device, &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->Device, vertex_transferbuffer, true); |
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ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, 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->Device, vertex_transferbuffer); |
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SDL_UnmapGPUTransferBuffer(v->Device, index_transferbuffer); |
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SDL_GPUTransferBufferLocation vertex_buffer_location = {}; |
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vertex_buffer_location.offset = 0; |
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vertex_buffer_location.transfer_buffer = vertex_transferbuffer; |
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SDL_GPUTransferBufferLocation index_buffer_location = {}; |
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index_buffer_location.offset = 0; |
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index_buffer_location.transfer_buffer = index_transferbuffer; |
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SDL_GPUBufferRegion vertex_buffer_region = {}; |
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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_EndGPUCopyPass(copy_pass); |
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SDL_ReleaseGPUTransferBuffer(v->Device, index_transferbuffer); |
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SDL_ReleaseGPUTransferBuffer(v->Device, vertex_transferbuffer); |
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} |
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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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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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return; |
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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_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); |
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ImVec2 clip_off = draw_data->DisplayPos; |
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ImVec2 clip_scale = draw_data->FramebufferScale; |
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int global_vtx_offset = 0; |
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int global_idx_offset = 0; |
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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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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback != nullptr) |
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{ |
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pcmd->UserCallback(draw_list, pcmd); |
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} |
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else |
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{ |
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); |
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); |
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } |
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } |
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if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } |
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if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } |
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
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continue; |
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SDL_Rect scissor_rect = {}; |
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scissor_rect.x = (int)clip_min.x; |
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scissor_rect.y = (int)clip_min.y; |
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scissor_rect.w = (int)(clip_max.x - clip_min.x); |
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scissor_rect.h = (int)(clip_max.y - clip_min.y); |
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SDL_SetGPUScissor(render_pass,&scissor_rect); |
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SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1); |
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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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global_vtx_offset += draw_list->VtxBuffer.Size; |
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} |
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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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void ImGui_ImplSDLGPU3_CreateFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); |
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; |
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if (bd->FontTexture) |
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{ |
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SDL_WaitForGPUIdle(v->Device); |
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ImGui_ImplSDLGPU3_DestroyFontsTexture(); |
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} |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
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uint32_t upload_size = width * height * 4 * sizeof(char); |
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{ |
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SDL_GPUTextureCreateInfo texture_info = {}; |
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texture_info.type = SDL_GPU_TEXTURETYPE_2D; |
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texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; |
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texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER; |
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texture_info.width = width; |
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texture_info.height = height; |
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texture_info.layer_count_or_depth = 1; |
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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->Device, &texture_info); |
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IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info"); |
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} |
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bd->FontBinding.texture = bd->FontTexture; |
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{ |
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SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; |
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transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; |
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transferbuffer_info.size = upload_size; |
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SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); |
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IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information"); |
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void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false); |
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memcpy(texture_ptr, pixels, upload_size); |
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SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer); |
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SDL_GPUTextureTransferInfo transfer_info = {}; |
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transfer_info.offset = 0; |
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transfer_info.transfer_buffer = transferbuffer; |
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SDL_GPUTextureRegion texture_region = {}; |
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texture_region.texture = bd->FontTexture; |
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texture_region.w = width; |
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texture_region.h = height; |
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texture_region.d = 1; |
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SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device); |
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SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd); |
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SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false); |
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SDL_EndGPUCopyPass(copy_pass); |
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SDL_SubmitGPUCommandBuffer(cmd); |
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SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer); |
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} |
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io.Fonts->SetTexID((ImTextureID)&bd->FontBinding); |
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} |
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void ImGui_ImplSDLGPU3_DestroyFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); |
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; |
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if (bd->FontTexture) |
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{ |
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SDL_ReleaseGPUTexture(v->Device, bd->FontTexture); |
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bd->FontBinding.texture = nullptr; |
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bd->FontTexture = nullptr; |
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} |
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io.Fonts->SetTexID(0); |
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} |
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static void Imgui_ImplSDLGPU3_CreateShaders() |
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{ |
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); |
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ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; |
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const char* driver = SDL_GetGPUDeviceDriver(v->Device); |
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SDL_GPUShaderCreateInfo vertex_shader_info = {}; |
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vertex_shader_info.entrypoint = "main"; |
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vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX; |
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vertex_shader_info.num_uniform_buffers = 1; |
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vertex_shader_info.num_storage_buffers = 0; |
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vertex_shader_info.num_storage_textures = 0; |
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vertex_shader_info.num_samplers = 0; |
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SDL_GPUShaderCreateInfo fragment_shader_info = {}; |
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fragment_shader_info.entrypoint = "main"; |
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fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT; |
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fragment_shader_info.num_samplers = 1; |
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fragment_shader_info.num_storage_buffers = 0; |
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fragment_shader_info.num_storage_textures = 0; |
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fragment_shader_info.num_uniform_buffers = 0; |
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if (strcmp(driver, "vulkan") == 0) |
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{ |
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vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV; |
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vertex_shader_info.code = spirv_vertex; |
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vertex_shader_info.code_size = sizeof(spirv_vertex); |
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fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV; |
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fragment_shader_info.code = spirv_fragment; |
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fragment_shader_info.code_size = sizeof(spirv_fragment); |
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} |
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else if (strcmp(driver, "direct3d12") == 0) |
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{ |
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vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC; |
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vertex_shader_info.code = dxbc_vertex; |
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vertex_shader_info.code_size = sizeof(dxbc_vertex); |
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fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC; |
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fragment_shader_info.code = dxbc_fragment; |
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fragment_shader_info.code_size = sizeof(dxbc_fragment); |
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} |
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#ifdef __APPLE__ |
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else |
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{ |
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vertex_shader_info.entrypoint = "main0"; |
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vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; |
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vertex_shader_info.code = metallib_vertex; |
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vertex_shader_info.code_size = sizeof(metallib_vertex); |
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fragment_shader_info.entrypoint = "main0"; |
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fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; |
|
|
fragment_shader_info.code = metallib_fragment; |
|
|
fragment_shader_info.code_size = sizeof(metallib_fragment); |
|
|
} |
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|
#endif |
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|
bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info); |
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|
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"); |
|
|
} |
|
|
|
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|
static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline() |
|
|
{ |
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); |
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; |
|
|
Imgui_ImplSDLGPU3_CreateShaders(); |
|
|
|
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|
SDL_GPUVertexBufferDescription vertex_buffer_desc[1]; |
|
|
vertex_buffer_desc[0].slot = 0; |
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|
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; |
|
|
|
|
|
if (!bd->FontSampler) |
|
|
{ |
|
|
|
|
|
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->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info); |
|
|
bd->FontBinding.sampler = bd->FontSampler; |
|
|
IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information"); |
|
|
} |
|
|
|
|
|
ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); |
|
|
ImGui_ImplSDLGPU3_CreateFontsTexture(); |
|
|
} |
|
|
|
|
|
void ImGui_ImplSDLGPU3_DestroyFrameData() |
|
|
{ |
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); |
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; |
|
|
|
|
|
SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.VertexBuffer); |
|
|
SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.IndexBuffer); |
|
|
bd->MainWindowFrameData.VertexBuffer = nullptr; |
|
|
bd->MainWindowFrameData.IndexBuffer = nullptr; |
|
|
bd->MainWindowFrameData.VertexBufferSize = 0; |
|
|
bd->MainWindowFrameData.IndexBufferSize = 0; |
|
|
} |
|
|
|
|
|
void ImGui_ImplSDLGPU3_DestroyDeviceObjects() |
|
|
{ |
|
|
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); |
|
|
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; |
|
|
|
|
|
ImGui_ImplSDLGPU3_DestroyFrameData(); |
|
|
ImGui_ImplSDLGPU3_DestroyFontsTexture(); |
|
|
|
|
|
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->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;} |
|
|
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;} |
|
|
} |
|
|
|
|
|
bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info) |
|
|
{ |
|
|
ImGuiIO& io = ImGui::GetIO(); |
|
|
IMGUI_CHECKVERSION(); |
|
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); |
|
|
|
|
|
|
|
|
ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)(); |
|
|
io.BackendRendererUserData = (void*)bd; |
|
|
io.BackendRendererName = "imgui_impl_sdlgpu3"; |
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; |
|
|
|
|
|
IM_ASSERT(info->Device != nullptr); |
|
|
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID); |
|
|
|
|
|
bd->InitInfo = *info; |
|
|
|
|
|
ImGui_ImplSDLGPU3_CreateDeviceObjects(); |
|
|
|
|
|
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_DestroyDeviceObjects(); |
|
|
io.BackendRendererName = nullptr; |
|
|
io.BackendRendererUserData = nullptr; |
|
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; |
|
|
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->FontTexture) |
|
|
ImGui_ImplSDLGPU3_CreateFontsTexture(); |
|
|
} |
|
|
|
|
|
#endif |
|
|
|