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-// dear imgui: Renderer Backend for SDL_GPU
-// This needs to be used along with the SDL3 Platform Backend
-
-// Implemented features:
-// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
-// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
-// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
-
-// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
-// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
-
-// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
-// Learn about Dear ImGui:
-// - FAQ https://dearimgui.com/faq
-// - Getting Started https://dearimgui.com/getting-started
-// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
-// - Introduction, links and more at the top of imgui.cpp
-
-// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
-// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
-// 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.
-
-#pragma once
-#include "imgui.h" // IMGUI_IMPL_API
-#ifndef IMGUI_DISABLE
-#include <SDL3/SDL_gpu.h>
-
-// Initialization data, for ImGui_ImplSDLGPU_Init()
-// - 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* Device = nullptr;
- SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
- SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
- SDL_GPUSwapchainComposition SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode.
- SDL_GPUPresentMode PresentMode = SDL_GPU_PRESENTMODE_VSYNC; // Only used in multi-viewports mode.
-};
-
-// 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);
-
-// Use if you want to reset your rendering device without losing Dear ImGui state.
-IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
-IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
-
-// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
-IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
-
-// [BETA] Selected render state data shared with callbacks.
-// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLGPU3_RenderDrawData() call.
-// (Please open an issue if you feel you need access to more data)
-struct ImGui_ImplSDLGPU3_RenderState
-{
- SDL_GPUDevice* Device;
- SDL_GPUSampler* SamplerDefault; // Default sampler (bilinear filtering)
- SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback)
-};
-
-#endif // #ifndef IMGUI_DISABLE