Backends: Vulkan, SDLGPU3: remove samplers from RenderState. (#9378)
Revert part ofac261203a5,9ee3d731b5(#8866, #8163, #7998, #7988) since we have a better solution.
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@@ -59,7 +59,10 @@ struct ImGui_ImplSDLGPU3_FrameData
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struct ImGui_ImplSDLGPU3_Data
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{
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ImGui_ImplSDLGPU3_InitInfo InitInfo;
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ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
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// Render state
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ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
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SDL_GPUSampler* CurrentSampler = nullptr;
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// Graphics pipeline & shaders
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SDL_GPUShader* VertexShader = nullptr;
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@@ -89,10 +92,10 @@ static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
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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, ImGui_ImplSDLGPU3_RenderState* render_state, 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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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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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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render_state->SamplerCurrent = bd->TexSamplerLinear;
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bd->CurrentSampler = bd->TexSamplerLinear;
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// Bind graphics pipeline
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SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
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@@ -220,9 +223,9 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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// Draw callbacks
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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.
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static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->RenderState->SamplerCurrent = bd->TexSamplerLinear; }
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static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->RenderState->SamplerCurrent = bd->TexSamplerNearest; }
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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; }
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static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerLinear; }
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static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerNearest; }
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static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerCustom(const ImDrawList*, const ImDrawCmd* cmd){ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = (SDL_GPUSampler*)cmd->UserCallbackData; }
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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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@@ -246,11 +249,9 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplSDLGPU3_RenderState render_state;
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render_state.Device = bd->InitInfo.Device;
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render_state.SamplerLinear = render_state.SamplerCurrent = bd->TexSamplerLinear;
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render_state.SamplerNearest = bd->TexSamplerNearest;
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platform_io.Renderer_RenderState = bd->RenderState = &render_state;
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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@@ -265,7 +266,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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{
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// User callback, registered via ImDrawList::AddCallback()
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if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState)
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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else
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pcmd->UserCallback(draw_list, pcmd);
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}
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@@ -294,7 +295,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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// Bind DescriptorSet with font or user texture
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SDL_GPUTextureSamplerBinding texture_sampler_binding;
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texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
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texture_sampler_binding.sampler = render_state.SamplerCurrent;
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texture_sampler_binding.sampler = bd->CurrentSampler;
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SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
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// Draw
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