I have a problem with rendering sdl gpu scene in imgui window
#include "imgui/imgui.h"
#include "imgui/imgui_impl_sdl3.h"
#include "imgui/imgui_impl_sdlgpu3.h"
#include <stdio.h>
#include <stdlib.h>
#include <SDL3/SDL.h>
#include <iostream>
#include <vector>
// Main code
int main(int, char**)
{
// Setup SDL
// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
}
// Create SDL window graphics context
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1;
}
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_ShowWindow(window);
// Create GPU Device
SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB, true, nullptr);
if (gpu_device == nullptr)
{
printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
return -1;
}
// Claim window for GPU Device
if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
{
printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
return -1;
}
SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_MAILBOX);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForSDLGPU(window);
ImGui_ImplSDLGPU3_InitInfo init_info = {};
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);
// Our state
bool show_demo_window = true;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
while (!done)
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL3_ProcessEvent(&event);
if (event.type == SDL_EVENT_QUIT)
done = true;
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
size_t width = 800, height = 600;
SDL_GPUCommandBuffer* cmdBuffor = SDL_AcquireGPUCommandBuffer(gpu_device);
SDL_GPUTexture* swapTexture = nullptr;
SDL_GPUTextureCreateInfo texInfo{};
texInfo.type = SDL_GPU_TEXTURETYPE_2D;
texInfo.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
texInfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
texInfo.width = width;
texInfo.height = height;
texInfo.num_levels = 1;
texInfo.layer_count_or_depth = 1;
swapTexture = SDL_CreateGPUTexture(gpu_device, &texInfo);
SDL_GPUColorTargetInfo colorTargetInfo{};
colorTargetInfo.texture = swapTexture;
colorTargetInfo.clear_color = SDL_FColor{ 0.0f, 1.0f, 1.0f, 1.0f };
colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
SDL_GPURenderPass* renderPass = SDL_BeginGPURenderPass(cmdBuffor, &colorTargetInfo, 1, nullptr);
SDL_EndGPURenderPass(renderPass);
SDL_GPUTransferBufferCreateInfo tbufInfo {};
tbufInfo.usage = SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD;
tbufInfo.size = width * height * 4;
SDL_GPUTransferBuffer* transferBuffor = SDL_CreateGPUTransferBuffer(gpu_device, &tbufInfo);
SDL_GPUCopyPass* copyPass = SDL_BeginGPUCopyPass(cmdBuffor);
SDL_GPUTextureRegion region{};
region.texture = swapTexture;
region.mip_level = 0;
region.layer = 0;
region.x = 0;
region.y = 0;
region.z = 0;
region.w = width;
region.h = height;
region.d = 1;
SDL_GPUTextureTransferInfo xferInfo{};
xferInfo.transfer_buffer = transferBuffor;
xferInfo.offset = 0;
xferInfo.pixels_per_row = (Uint32)width;
xferInfo.rows_per_layer = (Uint32)height;
SDL_DownloadFromGPUTexture(copyPass, ®ion, &xferInfo);
SDL_EndGPUCopyPass(copyPass);
SDL_GPUFence* const fence = SDL_SubmitGPUCommandBufferAndAcquireFence(cmdBuffor);
SDL_WaitForGPUFences(gpu_device, true, &fence, 1);
SDL_ReleaseGPUFence(gpu_device, fence);
void* pixels = SDL_MapGPUTransferBuffer(gpu_device, transferBuffor, false);
if (!pixels) {
SDL_Log("Failed to map transfer buffer: %s\n", SDL_GetError());
return -1;
}
SDL_UnmapGPUTransferBuffer(gpu_device, transferBuffor);
SDL_ReleaseGPUTransferBuffer(gpu_device, transferBuffor);
SDL_Surface* surface = SDL_CreateSurfaceFrom(
(int)width, (int)height,
SDL_PIXELFORMAT_RGBA8888,
pixels,
(int)(width * 4)
);
ImGui::Begin("Preview");
ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::Image(
surface,
pos,
ImVec2(0, 1),
ImVec2(1, 0)
);
ImGui::End();
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
SDL_GPUTexture* swapchain_texture;
SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
if (swapchain_texture != nullptr && !is_minimized)
{
// This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
// Setup and start a render pass
SDL_GPUColorTargetInfo target_info = {};
target_info.texture = swapchain_texture;
target_info.clear_color = SDL_FColor{ clear_color.x, clear_color.y, clear_color.z, clear_color.w };
target_info.load_op = SDL_GPU_LOADOP_CLEAR;
target_info.store_op = SDL_GPU_STOREOP_STORE;
target_info.mip_level = 0;
target_info.layer_or_depth_plane = 0;
target_info.cycle = false;
SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
// Render ImGui
ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
SDL_EndGPURenderPass(render_pass);
}
// Submit the command buffer
SDL_SubmitGPUCommandBuffer(command_buffer);
}
// Cleanup
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
SDL_WaitForGPUIdle(gpu_device);
ImGui_ImplSDL3_Shutdown();
ImGui_ImplSDLGPU3_Shutdown();
ImGui::DestroyContext();
SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
SDL_DestroyGPUDevice(gpu_device);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
i wanted to make something like that
Can someone help me