Backends: SDLGPU3: Rename GpuDevice->Device. Expose ImGui_ImplSDLGPU3_CreateDeviceObjects(), ImGui_ImplSDLGPU3_DestroyDeviceObjects(). Misc renaming. (#8163, #7998, #7988)
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This commit is contained in:
ocornut 2025-01-16 12:42:54 +01:00
parent 0f33d7185f
commit b4a5d1dc53
4 changed files with 80 additions and 75 deletions

View File

@ -21,13 +21,16 @@
// 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
// 2025-01-09: SDL_Gpu: Added the SDL_GPU3 backend.
// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlgpu3.h"
#include "imgui_impl_sdlgpu3_shaders.h"
// SDL_GPU Data
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
struct ImGui_ImplSDLGPU3_FrameData
{
@ -37,10 +40,9 @@ struct ImGui_ImplSDLGPU3_FrameData
uint32_t IndexBufferSize = 0;
};
// SDL_GPU Data
struct ImGui_ImplSDLGPU3_Data
{
ImGui_ImplSDLGPU3_InitInfo GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo InitInfo;
// Graphics pipeline & shaders
SDL_GPUShader* VertexShader = nullptr;
@ -57,8 +59,6 @@ struct ImGui_ImplSDLGPU3_Data
};
// Forward Declarations
static bool ImGui_ImplSDLGPU3_CreateDeviceObjects();
static void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
static void ImGui_ImplSDLGPU3_DestroyFrameData();
//-----------------------------------------------------------------------------
@ -116,16 +116,16 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
SDL_WaitForGPUIdle(v->GpuDevice);
SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer);
SDL_WaitForGPUIdle(v->Device);
SDL_ReleaseGPUBuffer(v->Device, *buffer);
SDL_GPUBufferCreateInfo buffer_info = {};
buffer_info.usage = usage;
buffer_info.size = new_size;
buffer_info.props = 0;
*buffer = SDL_CreateGPUBuffer(v->GpuDevice, &buffer_info);
*buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
*old_size = new_size;
IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
}
@ -142,7 +142,7 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
return;
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
@ -160,13 +160,13 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
index_transferbuffer_info.size = index_size;
SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &vertex_transferbuffer_info);
SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &vertex_transferbuffer_info);
IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information");
SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &index_transferbuffer_info);
SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &index_transferbuffer_info);
IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information");
ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer, true);
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice, index_transferbuffer, true);
ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, vertex_transferbuffer, true);
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, index_transferbuffer, true);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* draw_list = draw_data->CmdLists[n];
@ -175,8 +175,8 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
SDL_UnmapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->Device, vertex_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->Device, index_transferbuffer);
SDL_GPUTransferBufferLocation vertex_buffer_location = {};
vertex_buffer_location.offset = 0;
@ -199,8 +199,8 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region,true);
SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region,true);
SDL_EndGPUCopyPass(copy_pass);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
SDL_ReleaseGPUTransferBuffer(v->Device, index_transferbuffer);
SDL_ReleaseGPUTransferBuffer(v->Device, vertex_transferbuffer);
}
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
@ -278,16 +278,16 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
SDL_SetGPUScissor(render_pass, &scissor_rect);
}
bool ImGui_ImplSDLGPU3_CreateFontsTexture()
void ImGui_ImplSDLGPU3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
// Destroy existing texture (if any)
if (bd->FontTexture)
{
SDL_WaitForGPUIdle(v->GpuDevice);
SDL_WaitForGPUIdle(v->Device);
ImGui_ImplSDLGPU3_DestroyFontsTexture();
}
@ -308,7 +308,7 @@ bool ImGui_ImplSDLGPU3_CreateFontsTexture()
texture_info.num_levels = 1;
texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice, &texture_info);
bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info);
IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
}
@ -317,39 +317,37 @@ bool ImGui_ImplSDLGPU3_CreateFontsTexture()
// Create all the upload structures and upload:
{
SDL_GPUTransferBufferCreateInfo font_transferbuffer_info = {};
font_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
font_transferbuffer_info.size = upload_size;
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
transferbuffer_info.size = upload_size;
SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &font_transferbuffer_info);
IM_ASSERT(font_transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice, font_transferbuffer, false);
void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false);
memcpy(texture_ptr, pixels, upload_size);
SDL_UnmapGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer);
SDL_GPUTextureTransferInfo font_transfer_info = {};
font_transfer_info.offset = 0;
font_transfer_info.transfer_buffer = font_transferbuffer;
SDL_GPUTextureTransferInfo transfer_info = {};
transfer_info.offset = 0;
transfer_info.transfer_buffer = transferbuffer;
SDL_GPUTextureRegion font_texture_region = {};
font_texture_region.texture = bd->FontTexture;
font_texture_region.w = width;
font_texture_region.h = height;
font_texture_region.d = 1;
SDL_GPUTextureRegion texture_region = {};
texture_region.texture = bd->FontTexture;
texture_region.w = width;
texture_region.h = height;
texture_region.d = 1;
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->GpuDevice);
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
SDL_UploadToGPUTexture(copy_pass, &font_transfer_info, &font_texture_region, false);
SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPUCommandBuffer(cmd);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer);
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
return true;
}
// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
@ -357,10 +355,10 @@ void ImGui_ImplSDLGPU3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
if (bd->FontTexture)
{
SDL_ReleaseGPUTexture(v->GpuDevice, bd->FontTexture);
SDL_ReleaseGPUTexture(v->Device, bd->FontTexture);
bd->FontBinding.texture = nullptr;
bd->FontTexture = nullptr;
}
@ -371,9 +369,9 @@ static void Imgui_ImplSDLGPU3_CreateShaders()
{
// Create the shader modules
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
const char* driver = SDL_GetGPUDeviceDriver(v->GpuDevice);
const char* driver = SDL_GetGPUDeviceDriver(v->Device);
SDL_GPUShaderCreateInfo vertex_shader_info = {};
vertex_shader_info.entrypoint = "main";
@ -422,8 +420,8 @@ static void Imgui_ImplSDLGPU3_CreateShaders()
fragment_shader_info.code_size = sizeof(metallib_fragment);
}
#endif
bd->VertexShader = SDL_CreateGPUShader(v->GpuDevice, &vertex_shader_info);
bd->FragmentShader = SDL_CreateGPUShader(v->GpuDevice, &fragment_shader_info);
bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
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");
}
@ -431,7 +429,7 @@ static void Imgui_ImplSDLGPU3_CreateShaders()
static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
Imgui_ImplSDLGPU3_CreateShaders();
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
@ -507,14 +505,14 @@ static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
pipeline_info.depth_stencil_state = depth_stencil_state;
pipeline_info.target_info = target_info;
bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->GpuDevice, &pipeline_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");
}
bool ImGui_ImplSDLGPU3_CreateDeviceObjects()
void ImGui_ImplSDLGPU3_CreateDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
if (!bd->FontSampler)
{
@ -533,23 +531,22 @@ bool ImGui_ImplSDLGPU3_CreateDeviceObjects()
sampler_info.max_anisotropy = 1.0f;
sampler_info.enable_compare = false;
bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice, &sampler_info);
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();
return true;
ImGui_ImplSDLGPU3_CreateFontsTexture();
}
void ImGui_ImplSDLGPU3_DestroyFrameData()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.VertexBuffer);
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.IndexBuffer);
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;
@ -559,15 +556,15 @@ void ImGui_ImplSDLGPU3_DestroyFrameData()
void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_DestroyFrameData();
ImGui_ImplSDLGPU3_DestroyFontsTexture();
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->VertexShader); bd->VertexShader = nullptr;}
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->FragmentShader); bd->FragmentShader = nullptr;}
if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->GpuDevice, bd->FontSampler); bd->FontSampler = nullptr;}
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->GpuDevice, bd->Pipeline); bd->Pipeline = nullptr;}
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)
@ -582,10 +579,10 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
io.BackendRendererName = "imgui_impl_sdlgpu3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
IM_ASSERT(info->GpuDevice != nullptr);
IM_ASSERT(info->Device != nullptr);
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
bd->GPUInitInfo = *info;
bd->InitInfo = *info;
ImGui_ImplSDLGPU3_CreateDeviceObjects();

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@ -29,18 +29,21 @@
// - 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
{
SDL_GPUDevice* GpuDevice = nullptr;
SDL_GPUDevice* Device = nullptr;
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!
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();
IMGUI_IMPL_API void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture();
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();
IMGUI_IMPL_API void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture();
#endif // #ifndef IMGUI_DISABLE

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@ -41,6 +41,9 @@ HOW TO UPDATE?
Breaking changes:
- Backends: SDLGPU3: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device
for consistency. (#8163, #7998, #7988)
Other changes:
- ImDrawList: texture baked storage for thick line reduced from ~64x64 to ~32x32. (#3245)
@ -48,6 +51,8 @@ Other changes:
provided example, to reduce latency.
- Examples: Vulkan: better handle VK_SUBOPTIMAL_KHR being returned by
vkAcquireNextImageKHR() or vkQueuePresentKHR(). (#7825, #7831) [@NostraMagister]
- Backends: SDLGPU3: Exposed ImGui_ImplSDLGPU3_CreateDeviceObjects()/_DestroyDeviceObjects().
Removed return value from ImGui_ImplSDLGPU3_CreateFontsTexture(). (#8163, #7998, #7988)
- Backends: DirectX12: Texture upload use the command queue provided in
ImGui_ImplDX12_InitInfo instead of creating its own.
@ -110,7 +115,7 @@ Other changes:
- Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) [@moritz-h]
- Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) [@juur]
- Misc: Fixed MinGW builds not using UTF-8 friendly _wfopen(). (#8300)
- Backends: SDL_GPU for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x].
- Backends: SDLGPU3 for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x].
- Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency, even
though it is currently not doing anything particular. (#8163, #7998, #7988)
- Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears

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@ -69,7 +69,7 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForSDLGPU(window);
ImGui_ImplSDLGPU3_InitInfo init_info = {};
init_info.GpuDevice = gpu_device;
init_info.Device = gpu_device;
init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
ImGui_ImplSDLGPU3_Init(&init_info);