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// dear imgui: Renderer Backend for SDL_Renderer for SDL2
12// (Requires: SDL 2.0.17+)
13
14// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
15// For a multi-platform app consider using other technologies:
16// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
17// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
18// If your application wants to render any non trivial amount of graphics other than UI,
19// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
20// and it might be difficult to step out of those boundaries.
21
22// Implemented features:
23// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
24// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
25// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
26// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
27// Missing features:
28// [ ] Renderer: Multi-viewport support (multiple windows).
29
30// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
31// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
32// Learn about Dear ImGui:
33// - FAQ https://dearimgui.com/faq
34// - Getting Started https://dearimgui.com/getting-started
35// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
36// - Introduction, links and more at the top of imgui.cpp
37
38// CHANGELOG
39// 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)
40// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
41// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
42// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
43// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
44// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
45// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
46// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
47// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
48// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
49// 2021-10-06: Backup and restore modified ClipRect/Viewport.
50// 2021-09-21: Initial version.
51
52#include "imgui.h"
53#ifndef IMGUI_DISABLE
54#include "imgui_impl_sdlrenderer2.h"
55#include <stdint.h> // intptr_t
56
57// Clang warnings with -Weverything
58#if defined(__clang__)
59#pragma clang diagnostic push
60#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
61#elif defined(__GNUC__)
62#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
63#endif
64
65// SDL
66#include <SDL.h>
67#if !SDL_VERSION_ATLEAST(2,0,17)
68#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
69#endif
70
71// SDL_Renderer data
73{
74 SDL_Renderer* Renderer; // Main viewport's renderer
75
76 ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
77};
78
79// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
80// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
81static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
82{
83 return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
84}
85
86// Functions
87bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
88{
89 ImGuiIO& io = ImGui::GetIO();
90 IMGUI_CHECKVERSION();
91 IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
92 IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
93
94 // Setup backend capabilities flags
96 io.BackendRendererUserData = (void*)bd;
97 io.BackendRendererName = "imgui_impl_sdlrenderer2";
98 io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
99 io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
100
101 bd->Renderer = renderer;
102
103 return true;
104}
105
107{
108 ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
109 IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
110 ImGuiIO& io = ImGui::GetIO();
111 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
112
114
115 io.BackendRendererName = nullptr;
116 io.BackendRendererUserData = nullptr;
117 io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
118 platform_io.ClearRendererHandlers();
119 IM_DELETE(bd);
120}
121
122static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
123{
124 // Clear out any viewports and cliprect set by the user
125 // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
126 SDL_RenderSetViewport(renderer, nullptr);
127 SDL_RenderSetClipRect(renderer, nullptr);
128}
129
131{
132 ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
133 IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
134 IM_UNUSED(bd);
135}
136
137void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
138{
139 // If there's a scale factor set by the user, use that instead
140 // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
141 // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
142 float rsx = 1.0f;
143 float rsy = 1.0f;
144 SDL_RenderGetScale(renderer, &rsx, &rsy);
145 ImVec2 render_scale;
146 render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
147 render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
148
149 // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
150 int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
151 int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
152 if (fb_width == 0 || fb_height == 0)
153 return;
154
155 // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
156 // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
157 if (draw_data->Textures != nullptr)
158 for (ImTextureData* tex : *draw_data->Textures)
159 if (tex->Status != ImTextureStatus_OK)
161
162 // Backup SDL_Renderer state that will be modified to restore it afterwards
163 struct BackupSDLRendererState
164 {
165 SDL_Rect Viewport;
166 bool ClipEnabled;
167 SDL_Rect ClipRect;
168 };
169 BackupSDLRendererState old = {};
170 old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
171 SDL_RenderGetViewport(renderer, &old.Viewport);
172 SDL_RenderGetClipRect(renderer, &old.ClipRect);
173
174 // Setup desired state
175 ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
176
177 // Setup render state structure (for callbacks and custom texture bindings)
178 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
179 ImGui_ImplSDLRenderer2_RenderState render_state;
180 render_state.Renderer = renderer;
181 platform_io.Renderer_RenderState = &render_state;
182
183 // Will project scissor/clipping rectangles into framebuffer space
184 ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
185 ImVec2 clip_scale = render_scale;
186
187 // Render command lists
188 for (const ImDrawList* draw_list : draw_data->CmdLists)
189 {
190 const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
191 const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
192
193 for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
194 {
195 const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
196 if (pcmd->UserCallback)
197 {
198 // User callback, registered via ImDrawList::AddCallback()
199 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
200 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
201 ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
202 else
203 pcmd->UserCallback(draw_list, pcmd);
204 }
205 else
206 {
207 // Project scissor/clipping rectangles into framebuffer space
208 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
209 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
210 if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
211 if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
212 if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
213 if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
214 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
215 continue;
216
217 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) };
218 SDL_RenderSetClipRect(renderer, &r);
219
220 const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
221 const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
222#if SDL_VERSION_ATLEAST(2,0,19)
223 const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
224#else
225 const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
226#endif
227
228 // Bind texture, Draw (yaze: pass only the vertices this
229 // command's indices reference, with rebased indices).
230 SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
231 if (pcmd->ElemCount == 0)
232 continue;
233 const ImDrawIdx* cmd_idx = idx_buffer + pcmd->IdxOffset;
234 unsigned int idx_min = 0xFFFFFFFFu, idx_max = 0;
235 for (unsigned int i = 0; i < pcmd->ElemCount; i++)
236 {
237 const unsigned int v = cmd_idx[i];
238 if (v < idx_min) idx_min = v;
239 if (v > idx_max) idx_max = v;
240 }
241 static ImVector<int> rebased;
242 rebased.resize((int)pcmd->ElemCount);
243 for (unsigned int i = 0; i < pcmd->ElemCount; i++)
244 rebased[(int)i] = (int)(cmd_idx[i] - idx_min);
245 const size_t vtx_skip = (size_t)idx_min * sizeof(ImDrawVert);
246 SDL_RenderGeometryRaw(renderer, tex,
247 (const float*)(const void*)((const char*)xy + vtx_skip), (int)sizeof(ImDrawVert),
248 (decltype(color))(const void*)((const char*)color + vtx_skip), (int)sizeof(ImDrawVert),
249 (const float*)(const void*)((const char*)uv + vtx_skip), (int)sizeof(ImDrawVert),
250 (int)(idx_max - idx_min + 1),
251 rebased.Data, (int)pcmd->ElemCount, (int)sizeof(int));
252 }
253 }
254 }
255 platform_io.Renderer_RenderState = nullptr;
256
257 // Restore modified SDL_Renderer state
258 SDL_RenderSetViewport(renderer, &old.Viewport);
259 SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
260}
261
263{
264 ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
265
266 if (tex->Status == ImTextureStatus_WantCreate)
267 {
268 // Create and upload new texture to graphics system
269 //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
270 IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
271 IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
272
273 // Create texture
274 // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
275 SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
276 IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
277 SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
278 SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
279 SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear);
280
281 // Store identifiers
282 tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
283 tex->SetStatus(ImTextureStatus_OK);
284 }
285 else if (tex->Status == ImTextureStatus_WantUpdates)
286 {
287 // Update selected blocks. We only ever write to textures regions which have never been used before!
288 // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
289 SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
290 for (ImTextureRect& r : tex->Updates)
291 {
292 SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
293 SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
294 }
295 tex->SetStatus(ImTextureStatus_OK);
296 }
297 else if (tex->Status == ImTextureStatus_WantDestroy)
298 {
299 if (tex->TexID != ImTextureID_Invalid)
300 if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
301 SDL_DestroyTexture(sdl_texture);
302
303 // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
304 tex->SetTexID(ImTextureID_Invalid);
305 tex->SetStatus(ImTextureStatus_Destroyed);
306 }
307}
308
312
314{
315 // Destroy all textures
316 for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
317 if (tex->RefCount == 1)
318 {
319 tex->SetStatus(ImTextureStatus_WantDestroy);
321 }
322}
323
324//-----------------------------------------------------------------------------
325
326#if defined(__clang__)
327#pragma clang diagnostic pop
328#endif
329
330#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)
void ImGui_ImplSDLRenderer2_Shutdown()
void ImGui_ImplSDLRenderer2_CreateDeviceObjects()
void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData *tex)