dear-imgui-sdl3 0.16.0

SDL3 platform backend with optional OpenGL3, SDLRenderer3, and SDLGPU3 renderers for dear-imgui-rs
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dear-imgui-sdl3

SDL3 platform backend with optional official renderer backends for the dear-imgui-rs crate. This wraps the official Dear ImGui C++ backends:

  • imgui_impl_sdl3.cpp (platform layer)
  • imgui_impl_opengl3.cpp (OpenGL3 renderer, via the shared sys shim)
  • imgui_impl_sdlrenderer3.cpp (SDLRenderer (canvas) renderer, via this crate's SDL3 shim)
  • imgui_impl_sdlgpu3.cpp (SDLGPU3 renderer, via this crate's SDL3 shim)

and exposes a small, Rust-friendly API that plugs into an existing dear-imgui-rs::Context.

Typical use cases:

  • Drive Dear ImGui input from an SDL3 window (keyboard/mouse/gamepad/IME).
  • Render Dear ImGui via the official OpenGL3 backend.
  • Render Dear ImGui via the official SDLRenderer3 or SDLGPU3 backends.
  • Use SDL3 only for the platform layer together with a Rust renderer (e.g. dear-imgui-glow or dear-imgui-wgpu).

Notes

  • One SDL3 Dear ImGui platform runtime may be active per process. SDL cursor, capture, IME, and hint state are process-wide in the official backend, so a second runtime returns Sdl3BackendError::PlatformSessionOccupied before native initialization mutates that state. After the first runtime shuts down, another Context may acquire the session.
  • The upstream SDL3 backend source is compiled from the Dear ImGui tree packaged by dear-imgui-sys, while this crate keeps the SDL3-specific build logic, Rust API, and SDL3 wrapper boundary.
  • When opengl3-renderer is enabled, this crate uses the shared OpenGL3 backend shim exported by dear-imgui-sys instead of compiling a second local OpenGL3 wrapper layer.
  • When sdlrenderer3-renderer or sdlgpu3-renderer is enabled, this crate compiles the matching official renderer source and local SDL3 shim. These renderer shims are not shared dear-imgui-sys features.

Features

  • opengl3-renderer: enables the shared official OpenGL3 renderer shim from dear-imgui-sys.
  • sdlrenderer3-renderer: enables this crate's official SDLRenderer3 renderer shim.
  • sdlgpu3-renderer: enables this crate's official SDLGPU3 renderer shim.
  • multi-viewport: enables multi-viewport helpers (requires dear-imgui-rs/multi-viewport).

Use the compatible stable requirement for the desired feature combination:

dear-imgui-sdl3 = { version = "0.16", features = ["opengl3-renderer"] }

Platform-only usage (SDL3 + WGPU/Glow, no official OpenGL3 renderer):

dear-imgui-sdl3 = { version = "0.16", default-features = false }

Enable the official OpenGL3 renderer:

dear-imgui-sdl3 = { version = "0.16", features = ["opengl3-renderer"] }

Enable the official SDLRenderer3 renderer:

dear-imgui-sdl3 = { version = "0.16", features = ["sdlrenderer3-renderer"] }

Enable the official SDLGPU3 renderer:

dear-imgui-sdl3 = { version = "0.16", features = ["sdlgpu3-renderer"] }

Compatibility

Item Version
Crate 0.16.0
dear-imgui-rs 0.16.0
SDL3 crate 0.18.4
sdl3-sys 0.6

See also: docs/COMPATIBILITY.md for the full workspace matrix.

Quick Start

Minimal SDL3 + OpenGL3 flow (single window):

use dear_imgui_rs::{Context, Condition};
use dear_imgui_sdl3::{enable_native_ime_ui, Sdl3OpenGl3Backend};
use sdl3::video::GLProfile;

fn main() -> Result<(), Box<dyn std::error::Error>> {
    // SDL3 initialization (simplified)
    let sdl = sdl3::init()?;
    let video = sdl.video()?;
    let mut event_pump = sdl.event_pump()?;

    // Recommended on IME-heavy platforms (Windows/Asia locales)
    enable_native_ime_ui();

    // Configure GL context attributes
    {
        let gl_attr = video.gl_attr();
        gl_attr.set_context_profile(GLProfile::Core);
        gl_attr.set_context_version(3, 3);
    }

    let window = video
        .window("Dear ImGui + SDL3 + OpenGL", 1280, 720)
        .opengl()
        .resizable()
        .build()?;
    let gl_context = window.gl_create_context()?;
    window.gl_make_current(&gl_context)?;

    // ImGui context
    let mut imgui = Context::create();

    // Initialize SDL3 + OpenGL3 backends. The owner and Context share teardown state.
    // SAFETY: Window and GLContext are declared before Context, so they outlive its teardown.
    let mut sdl3_backend = unsafe {
        Sdl3OpenGl3Backend::init(&mut imgui, &window, &gl_context, "#version 150")?
    };

    'main: loop {
        // 1) Poll SDL3 events and feed ImGui
        for event in event_pump.poll_iter() {
            if sdl3_backend.process_event(&mut imgui, &event)? {
                // ImGui consumed the event; continue if you do not need it.
            }

            // Handle your own events or quit logic as needed...
        }

        // 2) Start a new frame for the SDL3 + OpenGL backends
        sdl3_backend.new_frame(&mut imgui)?;
        let frame = imgui.begin_frame();
        let ui = frame.ui();

        // 3) Build UI
        ui.window("Hello")
            .size([400.0, 300.0], Condition::FirstUseEver)
            .build(|| {
                ui.text("ImGui + SDL3 + OpenGL3");
            });

        // 4) Prepare the complete renderer/platform transaction. This also updates and renders
        // secondary viewports when the current SDL driver advertises that capability.
        let prepared = sdl3_backend.prepare(frame, || window.gl_make_current(&gl_context))?;
        sdl3_backend.render_main(prepared)?;
        window.gl_swap_window();
    }
}

APIs of interest (see src/lib.rs for full docs):

  • Sdl3OpenGl3Backend and SdlRenderer3Backend: RAII renderer owners whose shared runtime retains the Context's renderer consumer through explicit or Context-owned teardown. OpenGL3's normal path consumes a FrameToken through prepare(frame, restore_main_context): managed textures, capability-aware secondary viewports, OpenGL context restoration, and FIFO fault attribution are one transaction. Pass the resulting move-only capability to render_main(...); a raw ReconciledFrame cannot bypass that contract. OpenGL users must keep the initialized context current for renderer operations. SDLRenderer keeps its separate single-window render(...) path and rejects a WindowCanvas backed by another raw renderer before texture or draw work starts.
  • SdlGpu3RendererBackend: RAII renderer owner for SDL3 + SDLGPU3. prepare(frame) consumes a FrameToken, reconciles managed textures, and runs the secondary-window transaction before the application acquires its main swapchain. unsafe prepare_render_main(prepared, command_buffer) records main preparation commands and returns a move-only SdlGpu3RenderPassFrame; consume it with unsafe render_main(render_pass) while the application-owned pass is active. If the main surface is minimized or unavailable, call prepared.skip_main() after the secondary work has completed. The unsafe boundary remains because sdl3 cannot prove that command buffers, render passes, and the initialized SDL GPU device share one native owner.
  • Sdl3PlatformBackend: platform-only RAII owner for applications that provide a separate renderer. It intentionally does not claim a renderer consumer. Construct it with unsafe Sdl3PlatformBackend::init_for_other, init_platform_for_opengl, init_for_vulkan, init_for_metal, Windows-only init_for_d3d, init_for_sdl_gpu, or init_for_sdl_renderer as appropriate. Every constructor is unsafe because the upstream backend retains native window and graphics pointers beyond the call; keep those owners alive until explicit shutdown succeeds or the Context finishes attachment teardown. Vulkan renderers should request the typed acquire_vulkan_surface_provider capability through their integration instead of caching Platform_CreateVkSurface. The exclusive provider is tied to one SDL runtime generation, validates each viewport immediately before native entry, and blocks platform shutdown until all renderer-owned Vulkan surfaces have been destroyed.
  • shutdown(&mut self, &mut Context): an idempotent owner method that closes any open frame before reporting actionable teardown and callback-ownership errors. Dropping the owner defers native cleanup to the Context attachment, because Drop cannot safely normalize a frame without the mutable Context. Managed texture proxy state is held by that attachment as well, so uninstalled native allocations remain destroyable after the Rust owner is dropped. Official renderer shutdown(...) and destroy_device_objects(...) validate their Context-bound synchronous consumer before changing callbacks or native resources, and release that consumer only after teardown succeeds. A platform-only owner also rejects explicit shutdown while an external renderer attachment is active. This preflight runs before the current frame or native SDL state changes; shut down the renderer first, then retry platform shutdown. Context-owned teardown preserves the same ordered renderer-before-platform contract automatically.
  • Sdl3PlatformBackend::drain_faults(): returns every deferred platform callback failure in observation order without unwinding through native code. First-party multi-viewport routes already include this ordered batch in their frame result; the method remains as the advanced escape hatch for Glow and custom renderer routes. Ordinary owner methods surface the oldest pending fault before entering SDL.
  • process_event(&mut Context, &sdl3::event::Event): the safe event path for normal EventPump loops. Pointer-bearing SDL payloads such as text input remain owned while the official backend consumes them.
  • Sdl3CallbackEventHandoff and process_callback_event(...): the safe main-callback path. push_from_callback(...) is the single unsafe enqueue boundary: it copies every transient payload consumed by the official backend, catches callback-path panics, and contains failures without unwinding through SDL's C ABI. Call drain() on the main thread, inspect the returned batch's faults(), and pass each owned event directly to the backend owner. Callback events not consumed by the official Dear ImGui backend remain observable as inert application summaries without retaining transient SDL pointers. Events and failures are detached atomically, so sustained overflow cannot starve retained input or lifecycle events. The handoff is bounded; high-frequency motion, geometry, and display state is coalesced by native identity while ordered input and lifecycle events retain reserved capacity. QueueOverflow reports any event loss without creating another unbounded fault queue. Use with_capacity(...) when the default capacity does not match the application's callback cadence. There is no unchecked drain or separate handoff-fault polling path in the normal API.
  • unsafe process_raw_event(&mut Context, &SDL_Event): the low-level escape hatch for foreign event loops. Callback-mode applications should use the owned handoff instead of reconstructing and replaying the raw union themselves.
  • Runtime entry checks are scope-bound. Callback replacement detected while an operation returns an error or unwinds remains queued for the route result or the next owner entry instead of being skipped by an early exit. The free renderer initialization, render, texture-update, and device-object functions were removed. They allowed callers to bypass the Context-owned renderer epoch and write directly into native texture state. Call the owning backend's shutdown(...) method when shutdown errors need to be reported; otherwise retain the Context so its attachment can complete deferred cleanup.

Official renderer teardown is transactional: it first obtains Context::prepare_renderer_texture_reset(&consumer) while its managed texture map is still intact, releases the upstream renderer resources, then commits the permit. An outstanding frame or a consumer mismatch rejects preparation before SDL resources or Context bindings change.

Every owning backend registers its platform role with the Context before native initialization. Composite owners also register a renderer role, so Context-first teardown always releases renderer resources before platform windows. Callback and platform-data claims are transactional: foreign replacements are preserved during shutdown and returned as typed faults instead of being silently cleared.

SDL3 & Build Requirements

The crate depends on:

  • sdl3 and sdl3-sys for SDL3 bindings.
  • A system SDL3 installation or a build-from-source configuration (OS-dependent).

Build behavior is aligned with Cargo.toml:

  • Linux / Windows

    • The sdl3 dependency is configured with features = ["build-from-source"].
    • This means SDL3 is downloaded and built via CMake and does not require a pre-installed system SDL3 library.
    • The build script can also discover SDL3 headers from SDL3_INCLUDE_DIR, pkg-config, or vcpkg. Linking remains owned by sdl3 / sdl3-sys.
    • You still need a working C toolchain (compiler, linker, CMake).
  • macOS

    • The crate expects a discoverable SDL3 install (for example via Homebrew):
      • brew install sdl3
    • SDL3 headers are typically found under:
      • /opt/homebrew/include/SDL3/SDL.h (Apple Silicon)
      • /usr/local/include/SDL3/SDL.h (Intel / custom setups)
    • pkg-config and vcpkg are also supported when they provide SDL3 metadata.
    • Linking parameters are handled by sdl3-sys / sdl3; this crate only needs the headers to build the C++ backend sources.
  • iOS

    • The crate depends on the safe sdl3 crate on iOS targets as well, but it does not force one SDL3 acquisition strategy.
    • Treat this as an app-owned integration route:
      • provide SDL3 headers yourself and set SDL3_INCLUDE_DIR when discovery is not enough
      • make the final application dependency graph enable sdl3/build-from-source
      • or use an app-owned SDL3.xcframework / sdl3/link-framework setup
    • The consuming app still owns:
      • SDL3 framework packaging
      • the host main entry point (SDL_RunApp or an sdl3-main callback setup)
      • Xcode signing and bundle layout
    • A repository-owned integration shape lives in examples-ios/dear-imgui-ios-sdl3-smoke/.
    • That smoke template now includes a checked-in Xcode host stub which keeps the packaging boundary explicit: it can either consume an app-owned SDL3.framework / SDL3.xcframework, or build SDL3.framework from the upstream SDL source distributed through sdl3-src.
  • Android

    • The crate depends on the safe sdl3 crate on Android targets as well, but it does not force sdl3/build-from-source.
    • Android application / NDK / activity packaging still belongs to the consuming application.
    • Treat this as a supported integration direction, not a zero-config turn-key path.
    • There are two supported ways to satisfy the SDL3 headers needed by this crate:
      • provide SDL3 headers yourself and set SDL3_INCLUDE_DIR when discovery is not enough
      • make the final application dependency graph enable sdl3/build-from-source, so sdl3-sys exports headers via DEP_SDL3_OUT_DIR

Header Search Order and SDL3_INCLUDE_DIR

build.rs locates SDL3 headers in the following order:

  1. SDL3_INCLUDE_DIR environment variable (highest priority).
  2. DEP_SDL3_INCLUDE_PATH / DEP_SDL3_INCLUDE_DIR from an upstream SDL3 build script, when present.
  3. DEP_SDL3_OUT_DIR/include from sdl3-sys build-from-source.
  4. Cargo's target build/sdl3-sys-*/out/include cache, used as a fallback when Cargo metadata is not directly available to the current build script.
  5. pkg-config sdl3 with Cargo link metadata disabled.
  6. vcpkg sdl3 with Cargo link metadata disabled.
  7. A small set of common default paths (e.g. /opt/homebrew/include, /usr/local/include, /opt/local/include).

Only header include paths are consumed from pkg-config/vcpkg here. Link flags and SDL3 runtime selection remain the responsibility of sdl3 / sdl3-sys or the final application.

1. Explicit SDL3_INCLUDE_DIR

Set this when SDL3 is installed in a non-standard location:

  • macOS (custom Homebrew prefix):

    export SDL3_INCLUDE_DIR=/opt/homebrew/include
    
  • Linux (hand-built SDL3):

    export SDL3_INCLUDE_DIR=/opt/sdl3/include
    
  • Windows (PowerShell, headers under C:\libs\SDL3\include):

    $env:SDL3_INCLUDE_DIR="C:\libs\SDL3\include"
    

build.rs adds this directory to the C/C++ include path and expects to find SDL3/SDL.h under it.

This is the preferred Android route when your application already owns the SDL3 integration (Gradle/NDK/Prefab/custom packaging) and just needs dear-imgui-sdl3 to compile the official Dear ImGui SDL3 backend sources.

2. sdl3-sys build metadata

When the final dependency graph enables sdl3/build-from-source, sdl3-sys builds SDL3 from source and exports header locations through Cargo metadata. This crate reuses those headers automatically.

This is especially useful when the application wants Cargo to drive the SDL3 build instead of relying on a system install.

3. pkg-config sdl3

If SDL3_INCLUDE_DIR is not set, the build script tries:

pkg-config --cflags sdl3

On success, the reported include_paths are added to the compiler flags. This is the preferred route for most Linux distributions and pkg-config-enabled macOS setups.

4. vcpkg sdl3

If pkg-config is unavailable, the build script tries vcpkg's sdl3 port. On Windows/MSVC, install the triplet that matches vcpkg-rs' selection, for example:

vcpkg install sdl3:x64-windows-static-md

If you use a dynamic vcpkg triplet such as x64-windows, set VCPKGRS_DYNAMIC=1 and make the SDL3 DLLs available to the final executable.

5. Fallback paths

If the explicit environment, Cargo metadata, pkg-config, and vcpkg checks fail, build.rs tries a few common include roots (such as Homebrew / MacPorts locations) and looks for SDL3/SDL.h there.

When Headers Cannot Be Found

If the build script cannot locate SDL3 headers, it will panic with a message similar to:

dear-imgui-sdl3: could not find SDL3 headers.
Install SDL3 development files through pkg-config/vcpkg, set
SDL3_INCLUDE_DIR to the SDL3 include path, or make the final
dependency graph enable sdl3/build-from-source.

To fix this:

  1. Install SDL3 development packages and verify pkg-config sdl3 works, or
  2. Set SDL3_INCLUDE_DIR to the correct include root, or
  3. Install vcpkg sdl3 with a triplet that matches your Rust target, or
  4. Enable sdl3/build-from-source in the final dependency graph so sdl3-sys exports SDL3 headers via DEP_SDL3_OUT_DIR.

Android Integration Notes

Android integration in this crate should be understood as a low-friction path, not as a turn-key Android application template.

Recommended model:

  1. The consuming application owns SDL3 Android packaging, entry-point, and NDK toolchain decisions.
  2. dear-imgui-sdl3 owns the Dear ImGui SDL3 backend wrapper and can reuse whatever SDL3 headers the application chose to provide.
  3. If the application wants Cargo to build SDL3 from source, it should add a direct sdl3 dependency with features = ["build-from-source"].

Example:

[dependencies]
dear-imgui-sdl3 = { version = "0.16", features = ["opengl3-renderer"] }
sdl3 = { version = "0.18", features = ["build-from-source"] }

On Android, that route usually also requires the standard SDL/NDK build toolchain environment expected by sdl3-sys, for example:

  • ANDROID_NDK / ANDROID_NDK_HOME
  • ANDROID_ABI / CMAKE_ANDROID_ARCH_ABI (for example arm64-v8a)
  • CMAKE_TOOLCHAIN_FILE
  • CMAKE_GENERATOR=Ninja
  • a working ninja executable

In practice, this usually means the final application should drive the Android build through a tool that already owns the ABI/toolchain contract (cargo-ndk, Gradle+CMake, or an equivalent application build system) instead of expecting dear-imgui-sdl3 alone to infer the full Android CMake setup.

Common Android Failure Modes

If you choose the sdl3/build-from-source route on Android, the most common failures are application-toolchain issues rather than dear-imgui-sdl3 wrapper issues:

  • dear-imgui-sdl3: could not find SDL3 headers
    • Your final dependency graph did not actually enable sdl3/build-from-source, or your application did not provide SDL3_INCLUDE_DIR.
  • CMake was unable to find a build program corresponding to "Ninja"
    • sdl3-sys is trying to drive SDL3's Android CMake build, but your application environment did not make ninja available to CMake.
  • Android ABI mismatch during CMake compiler checks
    • Example shape: CMake defaults to armv7 while Rust is building aarch64-linux-android.
    • In that case the application usually needs to set ANDROID_ABI=arm64-v8a and/or CMAKE_ANDROID_ARCH_ABI=arm64-v8a, or use a tool such as cargo-ndk / Gradle+CMake that manages those values.

The important boundary is:

  • dear-imgui-sdl3 can reuse SDL3 once the application has made SDL3 headers and toolchain metadata available
  • dear-imgui-sdl3 does not try to become the Android application build system

PowerShell Sketch For aarch64-linux-android

If your application owns the Android build directly from Cargo, the setup often looks roughly like this before you invoke your actual app build command:

$ndk = $env:ANDROID_NDK_HOME
$llvm = Join-Path $ndk 'toolchains/llvm/prebuilt/windows-x86_64/bin'

$env:ANDROID_NDK = $ndk
$env:ANDROID_ABI = 'arm64-v8a'
$env:CMAKE_ANDROID_ARCH_ABI = 'arm64-v8a'
$env:CMAKE_TOOLCHAIN_FILE = Join-Path $ndk 'build/cmake/android.toolchain.cmake'
$env:CMAKE_GENERATOR = 'Ninja'

$env:CARGO_TARGET_AARCH64_LINUX_ANDROID_LINKER = Join-Path $llvm 'aarch64-linux-android24-clang.cmd'
$env:CC_aarch64_linux_android = Join-Path $llvm 'aarch64-linux-android24-clang.cmd'
$env:CXX_aarch64_linux_android = Join-Path $llvm 'aarch64-linux-android24-clang++.cmd'

This is not something dear-imgui-sdl3 can infer safely on behalf of the application. The final app build must own it.

If you do not want SDL3 at all, you can still build an Android backend manually on top of dear-imgui-rs plus dear-imgui-sys::backend_shim::{android, opengl3}.

IME and Gamepad Configuration

The underlying SDL3 ImGui backend supports IME and gamepad input. This crate exposes a couple of small helpers to configure them.

IME UI

On platforms with heavy IME usage (e.g. Chinese/Japanese/Korean locales), it is recommended to enable the native IME UI before creating any SDL3 windows:

// Call this before creating SDL3 windows.
dear_imgui_sdl3::enable_native_ime_ui();

This is a convenience wrapper over SDL_HINT_IME_SHOW_UI, and failures are treated as non-fatal.

Gamepad Mode

By default, the SDL3 backend opens the first available gamepad and feeds its state into Dear ImGui (the upstream default behavior).

You can switch to a mode where all detected gamepads are opened and merged:

use dear_imgui_sdl3::GamepadMode;

// After initializing an owning backend:
sdl3_backend.set_gamepad_mode(&mut imgui, GamepadMode::AutoAll)?;

This is useful for local multiplayer setups or testing environments.

For advanced use cases, you can also opt into manual gamepad selection by providing raw SDL_Gamepad* handles opened by your application:

// Safety: gamepads must be valid, opened SDL_Gamepad pointers.
unsafe {
    sdl3_backend.set_gamepad_mode_manual(&mut imgui, &[gamepad1, gamepad2])?;
}

Mouse Capture Mode

Mouse capture keeps drag coordinates updating after the pointer leaves an SDL window. The official backend enables it immediately on capable desktop drivers, except on X11 where it waits until a drag starts so a debugger break is less likely to leave the desktop pointer captured. Applications can override that policy through any owning backend:

use dear_imgui_sdl3::MouseCaptureMode;

sdl3_backend.set_mouse_capture_mode(&mut imgui, MouseCaptureMode::EnabledAfterDrag)?;

MouseCaptureMode::Disabled also releases an active capture. Changing this policy cannot add global mouse or native viewport capabilities to a video driver that does not provide them.

Examples

The workspace includes several examples that use this backend:

Multi-viewport status on SDL3:

Native OS viewports depend on the active SDL video driver, not only the Cargo feature. The embedded official backend currently sets BackendFlags::PLATFORM_HAS_VIEWPORTS for the Windows, Cocoa, X11, DIVE, and VMAN drivers. It intentionally does not set that capability on Wayland, whose compositor security model does not provide the global pointer position and capture behavior required by Dear ImGui's current platform-viewport contract. On Wayland, docking and dragging continue to work inside the main SDL window, but detached panels remain in that host window instead of becoming independent OS windows. Applications can inspect imgui.io().backend_flags() after backend initialization when they need to report this runtime degradation.

For OpenGL viewports the Rust-owned callback wrapper verifies that each secondary window has a distinct current GL context and restores the previous window, context, and SDL_GL_SHARE_WITH_CURRENT_CONTEXT attribute before returning. Secondary contexts default to Sdl3OpenGlViewportSwapInterval::Immediate, matching the upstream behavior that avoids serial VSync waits across several platform windows. Use init_with_viewport_swap_interval(...) or init_platform_for_opengl_with_viewport_swap_interval(...) to choose VSync, Adaptive, or MatchMain. Swap-interval selection is best effort: if a driver rejects the requested timing after the secondary context is valid, the viewport keeps the driver's default timing. Native GL context, state-restoration, and SDL_GPU failures are deferred into the owning route result (or drain_faults() for a custom route); a partially initialized viewport is closed instead of being published as usable.

  • SDL3 + OpenGL3: multi-viewport is provided by the upstream C++ backends and considered stable for desktop use.
  • SDL3 + SDLRenderer3: this crate currently exposes the official single-window renderer only. It does not publish a native multi-viewport renderer route; use OpenGL3, Glow, WGPU, Ash, or SDLGPU3 when secondary OS windows are required.
  • SDL3 + Glow: multi-viewport is experimental but functional on native targets.
  • SDL3 + WGPU: multi-viewport is experimental on native targets; WebGPU/wasm is single-window to match upstream imgui_impl_wgpu.

The SDL3 + SDLRenderer3 entry above is an intentional single-window boundary, not a missing feature flag. For the other native routes, the repository-wide evidence matrix distinguishes shared tests and examples from route-level smoke coverage; SDL3 + Glow has the strongest current smoke evidence, while SDL3 + WGPU and SDL3 + Ash remain B until dedicated native smokes are available. See the renderer route evidence matrix.

  • SDL3 + OpenGL3, multi-viewport:

    cargo run -p dear-imgui-examples --bin sdl3_opengl_multi_viewport --features "multi-viewport sdl3-opengl3"
    
  • SDL3 + OpenGL3, multi-viewport (Glow renderer wrapper):

    cargo run -p dear-imgui-examples --bin sdl3_glow_multi_viewport --features sdl3-glow-multi-viewport
    
  • SDL3 + WGPU, single-window:

    cargo run -p dear-imgui-examples --bin sdl3_wgpu --features sdl3-platform
    
  • SDL3 + WGPU, multi-viewport (experimental, native only):

    cargo run -p dear-imgui-examples --bin sdl3_wgpu_multi_viewport --features sdl3-wgpu-multi-viewport
    

Note: WGPU multi-viewport support is experimental and only available on native targets via dear-imgui-wgpu/multi-viewport-sdl3. WebGPU/wasm remains single-window to match upstream imgui_impl_wgpu.