Backends: DX9, DX10, DX11, DX12, Allegro5, OpenGL2, OpenGL3, SDLRenderer2, SDLRenderer3, SDLGPU3, Vulkan: added standard draw callbacks when possible. (#9378)
This commit is contained in:
@@ -22,6 +22,7 @@
|
||||
// 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
|
||||
// 2026-XX-XX: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom.
|
||||
// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
|
||||
// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262)
|
||||
// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
|
||||
@@ -58,6 +59,7 @@ struct ImGui_ImplSDLGPU3_FrameData
|
||||
struct ImGui_ImplSDLGPU3_Data
|
||||
{
|
||||
ImGui_ImplSDLGPU3_InitInfo InitInfo;
|
||||
ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
|
||||
|
||||
// Graphics pipeline & shaders
|
||||
SDL_GPUShader* VertexShader = nullptr;
|
||||
@@ -216,6 +218,12 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
|
||||
SDL_EndGPUCopyPass(copy_pass);
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->RenderState->SamplerCurrent = bd->TexSamplerLinear; }
|
||||
static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->RenderState->SamplerCurrent = bd->TexSamplerNearest; }
|
||||
static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerCustom(const ImDrawList*, const ImDrawCmd* cmd){ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->RenderState->SamplerCurrent = (SDL_GPUSampler*)cmd->UserCallbackData; }
|
||||
|
||||
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)
|
||||
@@ -240,7 +248,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
render_state.Device = bd->InitInfo.Device;
|
||||
render_state.SamplerLinear = render_state.SamplerCurrent = bd->TexSamplerLinear;
|
||||
render_state.SamplerNearest = bd->TexSamplerNearest;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
|
||||
|
||||
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
||||
|
||||
@@ -256,8 +264,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
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)
|
||||
if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState)
|
||||
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
@@ -306,6 +313,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
// 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);
|
||||
|
||||
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
|
||||
@@ -656,6 +665,12 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
|
||||
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.
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest;
|
||||
platform_io.DrawCallback_SetSamplerCustom = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerCustom;
|
||||
|
||||
IM_ASSERT(info->Device != nullptr);
|
||||
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user