yaze 0.3.2
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imgui_impl_sdlrenderer2_yaze.cpp
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1// yaze copy of ext/imgui/backends/imgui_impl_sdlrenderer2.cpp.
2//
3// One change from upstream: each draw command passes SDL only the vertex range
4// its indices use. Upstream passes every vertex from VtxOffset to the end of
5// the draw list, and SDL_RenderGeometryRaw() validates all of them, so a frame
6// cost grows with (commands x vertices). A 2026-09-24 macOS profile of yaze at
7// idle spent 41% of busy main-thread time in that validation. Keep this file
8// in sync with the submodule when ImGui is updated; build it instead of the
9// upstream file (cmake/dependencies/imgui.cmake).
10//
11// The rest of the file keeps upstream formatting so it can be diffed against
12// the submodule copy.
13// clang-format off
14
15// dear imgui: Renderer Backend for SDL_Renderer for SDL2
16// (Requires: SDL 2.0.17+)
17
18// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
19// For a multi-platform app consider using other technologies:
20// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
21// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
22// If your application wants to render any non trivial amount of graphics other than UI,
23// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
24// and it might be difficult to step out of those boundaries.
25
26// Implemented features:
27// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
28// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
29// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
30// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
31// Missing features or Issues:
32// [ ] Renderer: Multi-viewport support (multiple windows).
33// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
34
35// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
36// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
37// Learn about Dear ImGui:
38// - FAQ https://dearimgui.com/faq
39// - Getting Started https://dearimgui.com/getting-started
40// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
41// - Introduction, links and more at the top of imgui.cpp
42
43// CHANGELOG
44// (minor and older changes stripped away, please see git history for details)
45// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported). (#9378)
46// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer2_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
47// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
48// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
49// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
50// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
51// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
52// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
53// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
54// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
55// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
56// 2021-10-06: Backup and restore modified ClipRect/Viewport.
57// 2021-09-21: Initial version.
58
59#include "imgui.h"
60#ifndef IMGUI_DISABLE
61#include "imgui_impl_sdlrenderer2.h"
62#include <stdint.h> // intptr_t
63
64// Clang warnings with -Weverything
65#if defined(__clang__)
66#pragma clang diagnostic push
67#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
68#elif defined(__GNUC__)
69#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
70#endif
71
72// SDL
73#include <SDL_render.h>
74#include <SDL_version.h>
75#if !SDL_VERSION_ATLEAST(2,0,17)
76#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
77#endif
78
79// SDL_Renderer data
81{
82 SDL_Renderer* Renderer; // Main viewport's renderer
83
84 ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
85};
86
87// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
88// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
89static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
90{
91 return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
92}
93
94ImGui_ImplSDLRenderer2_RenderState* ImGui_ImplSDLRenderer2_GetRenderState()
95{
96 return (ImGui_ImplSDLRenderer2_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;
97}
98
99// Functions
100static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
101{
102 // Clear out any viewports and cliprect set by the user
103 // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
104 SDL_RenderSetViewport(renderer, nullptr);
105 SDL_RenderSetClipRect(renderer, nullptr);
106}
107
109{
110 ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
111 IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
112 IM_UNUSED(bd);
113}
114
115// Draw callbacks
116static void ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
117
118void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
119{
120 // If there's a scale factor set by the user, use that instead
121 // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
122 // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
123 float rsx = 1.0f;
124 float rsy = 1.0f;
125 SDL_RenderGetScale(renderer, &rsx, &rsy);
126 ImVec2 render_scale;
127 render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
128 render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
129
130 // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
131 int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
132 int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
133 if (fb_width == 0 || fb_height == 0)
134 return;
135
136 // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
137 // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
138 if (draw_data->Textures != nullptr)
139 for (ImTextureData* tex : *draw_data->Textures)
140 if (tex->Status != ImTextureStatus_OK)
142
143 // Backup SDL_Renderer state that will be modified to restore it afterwards
144 struct BackupSDLRendererState
145 {
146 SDL_Rect Viewport;
147 bool ClipEnabled;
148 SDL_Rect ClipRect;
149 };
150 BackupSDLRendererState old = {};
151 old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
152 SDL_RenderGetViewport(renderer, &old.Viewport);
153 SDL_RenderGetClipRect(renderer, &old.ClipRect);
154
155 // Setup desired state
156 ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
157
158 // Setup render state structure (for callbacks and custom texture bindings)
159 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
160 ImGui_ImplSDLRenderer2_RenderState render_state;
161 render_state.Renderer = renderer;
162 platform_io.Renderer_RenderState = &render_state;
163
164 // Will project scissor/clipping rectangles into framebuffer space
165 ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
166 ImVec2 clip_scale = render_scale;
167
168 // Render command lists
169 for (const ImDrawList* draw_list : draw_data->CmdLists)
170 {
171 const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
172 const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
173
174 for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
175 {
176 const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
177 if (pcmd->UserCallback)
178 {
179 // User callback, registered via ImDrawList::AddCallback()
180 if (pcmd->UserCallback == ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState)
181 ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
182 else
183 pcmd->UserCallback(draw_list, pcmd);
184 }
185 else
186 {
187 // Project scissor/clipping rectangles into framebuffer space
188 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
189 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
190 if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
191 if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
192 if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
193 if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
194 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
195 continue;
196
197 SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
198 SDL_RenderSetClipRect(renderer, &r);
199
200 const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
201 const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
202#if SDL_VERSION_ATLEAST(2,0,19)
203 const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
204#else
205 const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
206#endif
207
208 // Bind texture, Draw (yaze: pass only the vertices this
209 // command's indices reference, with rebased indices).
210 SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
211 if (pcmd->ElemCount == 0)
212 continue;
213 const ImDrawIdx* cmd_idx = idx_buffer + pcmd->IdxOffset;
214 unsigned int idx_min = 0xFFFFFFFFu, idx_max = 0;
215 for (unsigned int i = 0; i < pcmd->ElemCount; i++)
216 {
217 const unsigned int v = cmd_idx[i];
218 if (v < idx_min) idx_min = v;
219 if (v > idx_max) idx_max = v;
220 }
221 static ImVector<int> rebased;
222 rebased.resize((int)pcmd->ElemCount);
223 for (unsigned int i = 0; i < pcmd->ElemCount; i++)
224 rebased[(int)i] = (int)(cmd_idx[i] - idx_min);
225 const size_t vtx_skip = (size_t)idx_min * sizeof(ImDrawVert);
226 SDL_RenderGeometryRaw(renderer, tex,
227 (const float*)(const void*)((const char*)xy + vtx_skip), (int)sizeof(ImDrawVert),
228 (decltype(color))(const void*)((const char*)color + vtx_skip), (int)sizeof(ImDrawVert),
229 (const float*)(const void*)((const char*)uv + vtx_skip), (int)sizeof(ImDrawVert),
230 (int)(idx_max - idx_min + 1),
231 rebased.Data, (int)pcmd->ElemCount, (int)sizeof(int));
232 }
233 }
234 }
235 platform_io.Renderer_RenderState = nullptr;
236
237 // Restore modified SDL_Renderer state
238 SDL_RenderSetViewport(renderer, &old.Viewport);
239 SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
240}
241
243{
244 ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
245
246 if (tex->Status == ImTextureStatus_WantCreate)
247 {
248 // Create and upload new texture to graphics system
249 //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
250 IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
251 IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
252
253 // Create texture (bilinear sampling is required)
254 SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
255 IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
256 SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
257 SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
258 SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear);
259
260 // Store identifiers
261 tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
262 tex->SetStatus(ImTextureStatus_OK);
263 }
264 else if (tex->Status == ImTextureStatus_WantUpdates)
265 {
266 // Update selected blocks. We only ever write to textures regions which have never been used before!
267 // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
268 SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
269 for (ImTextureRect& r : tex->Updates)
270 {
271 SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
272 SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
273 }
274 tex->SetStatus(ImTextureStatus_OK);
275 }
276 else if (tex->Status == ImTextureStatus_WantDestroy)
277 {
278 if (tex->TexID != ImTextureID_Invalid)
279 if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
280 SDL_DestroyTexture(sdl_texture);
281
282 // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
283 tex->SetTexID(ImTextureID_Invalid);
284 tex->SetStatus(ImTextureStatus_Destroyed);
285 }
286}
287
291
293{
294 // Destroy all textures
295 for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
296 if (tex->RefCount == 1)
297 {
298 tex->SetStatus(ImTextureStatus_WantDestroy);
300 }
301}
302
303bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
304{
305 ImGuiIO& io = ImGui::GetIO();
306 IMGUI_CHECKVERSION();
307 IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
308 IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
309
310 // Setup backend capabilities flags
312 io.BackendRendererUserData = (void*)bd;
313 io.BackendRendererName = "imgui_impl_sdlrenderer2";
314 io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
315 io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
316
317 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
318 platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState;
319
320 bd->Renderer = renderer;
321
322 return true;
323}
324
326{
327 ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
328 IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
329 ImGuiIO& io = ImGui::GetIO();
330 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
331
333
334 io.BackendRendererName = nullptr;
335 io.BackendRendererUserData = nullptr;
336 io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
337 platform_io.ClearRendererHandlers();
338 IM_DELETE(bd);
339}
340
341//-----------------------------------------------------------------------------
342
343#if defined(__clang__)
344#pragma clang diagnostic pop
345#endif
346
347#endif // #ifndef IMGUI_DISABLE
void ImGui_ImplSDLRenderer2_NewFrame()
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData *draw_data, SDL_Renderer *renderer)
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer *renderer)
ImGui_ImplSDLRenderer2_RenderState * ImGui_ImplSDLRenderer2_GetRenderState()
void ImGui_ImplSDLRenderer2_Shutdown()
void ImGui_ImplSDLRenderer2_CreateDeviceObjects()
void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData *tex)