Adding template project and correct name
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246
vendor/rmlui_backend/RmlUi_Backend_SDL_GPU.cpp
vendored
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246
vendor/rmlui_backend/RmlUi_Backend_SDL_GPU.cpp
vendored
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#include "RmlUi_Backend.h"
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#include "RmlUi_Platform_SDL.h"
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#include "RmlUi_Renderer_SDL_GPU.h"
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#include <RmlUi/Core/Context.h>
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#include <RmlUi/Core/Core.h>
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#include <RmlUi/Core/Log.h>
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#ifndef RMLUI_BACKEND_SDL_GPU_DEBUG
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#define RMLUI_BACKEND_SDL_GPU_DEBUG false
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#endif
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/**
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Global data used by this backend.
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Lifetime governed by the calls to Backend::Initialize() and Backend::Shutdown().
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*/
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struct BackendData {
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BackendData(SDL_Window* window, SDL_GPUDevice* device) : system_interface(window), render_interface(device, window) {}
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SystemInterface_SDL system_interface;
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RenderInterface_SDL_GPU render_interface;
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TextInputMethodEditor_SDL text_input_method_editor;
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SDL_Window* window = nullptr;
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SDL_GPUDevice* device = nullptr;
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SDL_GPUCommandBuffer* command_buffer = nullptr;
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bool running = true;
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};
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static Rml::UniquePtr<BackendData> data;
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bool Backend::Initialize(const char* window_name, int width, int height, bool allow_resize)
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{
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RMLUI_ASSERT(!data);
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SDL_SetHint(SDL_HINT_IME_IMPLEMENTED_UI, "composition");
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if (!SDL_Init(SDL_INIT_VIDEO))
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return false;
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// Submit click events when focusing the window.
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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// Touch events are handled natively, no need to generate synthetic mouse events for touch devices.
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SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
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#if defined RMLUI_BACKEND_SIMULATE_TOUCH
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// Simulate touch events from mouse events for testing touch behavior on a desktop machine.
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SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "1");
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#endif
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const float window_size_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, window_name);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, SDL_WINDOWPOS_CENTERED);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, SDL_WINDOWPOS_CENTERED);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, int(width * window_size_scale));
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, int(height * window_size_scale));
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SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN, allow_resize);
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SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN, true);
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SDL_Window* window = SDL_CreateWindowWithProperties(props);
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SDL_DestroyProperties(props);
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if (!window)
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{
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Rml::Log::Message(Rml::Log::LT_ERROR, "SDL error on create window: %s", SDL_GetError());
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return false;
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}
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props = SDL_CreateProperties();
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, true);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, true);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, true);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, RMLUI_BACKEND_SDL_GPU_DEBUG);
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SDL_GPUDevice* device = SDL_CreateGPUDeviceWithProperties(props);
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SDL_DestroyProperties(props);
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if (!device)
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{
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Rml::Log::Message(Rml::Log::LT_ERROR, "SDL error on create GPU device: %s", SDL_GetError());
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return false;
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}
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if (!SDL_ClaimWindowForGPUDevice(device, window))
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{
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Rml::Log::Message(Rml::Log::LT_ERROR, "SDL error on claiming window for GPU device: %s", SDL_GetError());
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return false;
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}
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data = Rml::MakeUnique<BackendData>(window, device);
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data->window = window;
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data->device = device;
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const char* renderer_name = SDL_GetGPUDeviceDriver(device);
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data->system_interface.LogMessage(Rml::Log::LT_INFO, Rml::CreateString("Using SDL device driver: %s", renderer_name));
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Rml::SetTextInputHandler(&data->text_input_method_editor);
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return true;
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}
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void Backend::Shutdown()
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{
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RMLUI_ASSERT(data);
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data->render_interface.Shutdown();
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SDL_ReleaseWindowFromGPUDevice(data->device, data->window);
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SDL_DestroyGPUDevice(data->device);
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SDL_DestroyWindow(data->window);
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data.reset();
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SDL_Quit();
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}
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Rml::SystemInterface* Backend::GetSystemInterface()
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{
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RMLUI_ASSERT(data);
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return &data->system_interface;
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}
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Rml::RenderInterface* Backend::GetRenderInterface()
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{
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RMLUI_ASSERT(data);
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return &data->render_interface;
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}
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bool Backend::ProcessEvents(Rml::Context* context, KeyDownCallback key_down_callback, bool power_save)
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{
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RMLUI_ASSERT(data && context);
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auto GetKey = [](const SDL_Event& event) { return event.key.key; };
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auto GetDisplayScale = []() { return SDL_GetWindowDisplayScale(data->window); };
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constexpr auto event_quit = SDL_EVENT_QUIT;
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constexpr auto event_key_down = SDL_EVENT_KEY_DOWN;
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constexpr auto event_text_editing = SDL_EVENT_TEXT_EDITING;
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bool has_event = false;
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bool result = data->running;
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data->running = true;
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SDL_Event ev;
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if (power_save)
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has_event = SDL_WaitEventTimeout(&ev, static_cast<int>(Rml::Math::Min(context->GetNextUpdateDelay(), 10.0) * 1000));
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else
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has_event = SDL_PollEvent(&ev);
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while (has_event)
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{
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bool propagate_event = true;
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switch (ev.type)
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{
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case event_quit:
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{
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propagate_event = false;
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result = false;
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}
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break;
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case event_key_down:
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{
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propagate_event = false;
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const Rml::Input::KeyIdentifier key = RmlSDL::ConvertKey(GetKey(ev));
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const int key_modifier = RmlSDL::GetKeyModifierState();
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const float native_dp_ratio = GetDisplayScale();
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// See if we have any global shortcuts that take priority over the context.
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if (key_down_callback && !key_down_callback(context, key, key_modifier, native_dp_ratio, true))
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break;
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// Otherwise, hand the event over to the context by calling the input handler as normal.
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if (!RmlSDL::InputEventHandler(context, data->window, ev))
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break;
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// The key was not consumed by the context either, try keyboard shortcuts of lower priority.
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if (key_down_callback && !key_down_callback(context, key, key_modifier, native_dp_ratio, false))
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break;
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}
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break;
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case event_text_editing:
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{
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propagate_event = false;
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data->text_input_method_editor.HandleEdit(ev.edit);
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}
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break;
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default: break;
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}
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if (propagate_event)
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RmlSDL::InputEventHandler(context, data->window, ev);
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has_event = SDL_PollEvent(&ev);
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}
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return result;
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}
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void Backend::RequestExit()
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{
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RMLUI_ASSERT(data);
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data->running = false;
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}
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void Backend::BeginFrame()
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{
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RMLUI_ASSERT(data);
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data->command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
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if (!data->command_buffer)
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{
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Rml::Log::Message(Rml::Log::LT_ERROR, "Failed to acquire command buffer: %s", SDL_GetError());
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return;
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}
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SDL_GPUTexture* swapchain_texture;
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uint32_t width;
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uint32_t height;
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if (!SDL_WaitAndAcquireGPUSwapchainTexture(data->command_buffer, data->window, &swapchain_texture, &width, &height))
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{
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Rml::Log::Message(Rml::Log::LT_ERROR, "Failed to acquire swapchain texture: %s", SDL_GetError());
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return;
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}
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if (!swapchain_texture || !width || !height)
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{
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// Not an error. Happens on minimize
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SDL_CancelGPUCommandBuffer(data->command_buffer);
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return;
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}
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// Do your normal draw operations (make sure you clear the swapchain texture)
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SDL_GPUColorTargetInfo color_info{};
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color_info.texture = swapchain_texture;
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color_info.load_op = SDL_GPU_LOADOP_CLEAR;
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color_info.store_op = SDL_GPU_STOREOP_STORE;
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SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(data->command_buffer, &color_info, 1, nullptr);
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SDL_EndGPURenderPass(render_pass);
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data->render_interface.BeginFrame(data->command_buffer, swapchain_texture, width, height);
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}
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void Backend::PresentFrame()
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{
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RMLUI_ASSERT(data);
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data->render_interface.EndFrame();
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SDL_SubmitGPUCommandBuffer(data->command_buffer);
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data->command_buffer = nullptr;
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}
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