diff --git a/CHANGELOG.md b/CHANGELOG.md
new file mode 100644
--- /dev/null
+++ b/CHANGELOG.md
@@ -0,0 +1,13 @@
+# Changelog for `dear-imgui-impl-sdlrenderer3`
+
+All notable changes to this package will be documented in this file.
+
+The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
+and this project adheres to the
+[Haskell Package Versioning Policy](https://pvp.haskell.org/).
+
+## 1.0.0 - 2026-10-21
+
+Initial release.
+
+- Generated with dear_bindings `v0.26` from Dear ImGui `v1.93.0-docking`.
diff --git a/LICENSE b/LICENSE
new file mode 100644
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,26 @@
+Copyright 2026 IC Rainbow
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+1.  Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+
+2.  Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+3.  Neither the name of the copyright holder nor the names of its contributors
+    may be used to endorse or promote products derived from this software
+    without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
diff --git a/README.md b/README.md
new file mode 100644
--- /dev/null
+++ b/README.md
@@ -0,0 +1,6 @@
+# dear-imgui-impl-sdlrenderer3
+
+Renderer backend for [Dear ImGui] on SDL3's `SDL_Renderer`.
+Pair it with the SDL3 platform backend.
+
+[Dear ImGui]: https://github.com/ocornut/imgui
diff --git a/cbits/DearImGuiWrappers.cpp b/cbits/DearImGuiWrappers.cpp
new file mode 100644
--- /dev/null
+++ b/cbits/DearImGuiWrappers.cpp
@@ -0,0 +1,3 @@
+// Generated by dear-bindings-ffi. Do not edit.
+#include "DearImGuiWrappers.h"
+
diff --git a/cbits/DearImGuiWrappers.h b/cbits/DearImGuiWrappers.h
new file mode 100644
--- /dev/null
+++ b/cbits/DearImGuiWrappers.h
@@ -0,0 +1,16 @@
+// Generated by dear-bindings-ffi. Do not edit.
+#ifndef DEAR_IMGUI_WRAPPERS_H
+#define DEAR_IMGUI_WRAPPERS_H
+
+#include "dcimgui_impl_sdlrenderer3.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/cbits/dcimgui_impl_sdlrenderer3.cpp b/cbits/dcimgui_impl_sdlrenderer3.cpp
new file mode 100644
--- /dev/null
+++ b/cbits/dcimgui_impl_sdlrenderer3.cpp
@@ -0,0 +1,138 @@
+// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
+// **DO NOT EDIT DIRECTLY**
+// https://github.com/dearimgui/dear_bindings
+
+#include "imgui.h"
+#include "imgui_impl_sdlrenderer3.h"
+
+#include <stdio.h>
+
+// Wrap this in a namespace to keep it separate from the C++ API
+// This define prevents #defines in the header getting defined again (as they are already in the normal header above),
+// and thus generating redefinition warnings
+#define DEAR_BINDINGS_INTERNAL_GLUE_CODE
+namespace cimgui
+{
+#include "dcimgui_impl_sdlrenderer3.h"
+}
+#undef DEAR_BINDINGS_INTERNAL_GLUE_CODE
+
+// By-value struct conversions
+
+static inline cimgui::ImVec2 ConvertFromCPP_ImVec2(const ::ImVec2& src)
+{
+    cimgui::ImVec2 dest;
+    dest.x = src.x;
+    dest.y = src.y;
+    return dest;
+}
+
+static inline ::ImVec2 ConvertToCPP_ImVec2(const cimgui::ImVec2& src)
+{
+    ::ImVec2 dest;
+    dest.x = src.x;
+    dest.y = src.y;
+    return dest;
+}
+
+static inline cimgui::ImVec4 ConvertFromCPP_ImVec4(const ::ImVec4& src)
+{
+    cimgui::ImVec4 dest;
+    dest.x = src.x;
+    dest.y = src.y;
+    dest.z = src.z;
+    dest.w = src.w;
+    return dest;
+}
+
+static inline ::ImVec4 ConvertToCPP_ImVec4(const cimgui::ImVec4& src)
+{
+    ::ImVec4 dest;
+    dest.x = src.x;
+    dest.y = src.y;
+    dest.z = src.z;
+    dest.w = src.w;
+    return dest;
+}
+
+static inline cimgui::ImTextureRef ConvertFromCPP_ImTextureRef(const ::ImTextureRef& src)
+{
+    cimgui::ImTextureRef dest;
+    dest._TexData = reinterpret_cast<cimgui::ImTextureData*>(src._TexData);
+    dest._TexID = src._TexID;
+    return dest;
+}
+
+static inline ::ImTextureRef ConvertToCPP_ImTextureRef(const cimgui::ImTextureRef& src)
+{
+    ::ImTextureRef dest;
+    dest._TexData = reinterpret_cast<::ImTextureData*>(src._TexData);
+    dest._TexID = src._TexID;
+    return dest;
+}
+
+static inline cimgui::ImColor ConvertFromCPP_ImColor(const ::ImColor& src)
+{
+    cimgui::ImColor dest;
+    dest.Value.x = src.Value.x;
+    dest.Value.y = src.Value.y;
+    dest.Value.z = src.Value.z;
+    dest.Value.w = src.Value.w;
+    return dest;
+}
+
+static inline ::ImColor ConvertToCPP_ImColor(const cimgui::ImColor& src)
+{
+    ::ImColor dest;
+    dest.Value.x = src.Value.x;
+    dest.Value.y = src.Value.y;
+    dest.Value.z = src.Value.z;
+    dest.Value.w = src.Value.w;
+    return dest;
+}
+
+// Function stubs
+
+#ifndef IMGUI_DISABLE
+
+CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
+{
+    return ::ImGui_ImplSDLRenderer3_Init(renderer);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer3_Shutdown(void)
+{
+    ::ImGui_ImplSDLRenderer3_Shutdown();
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer3_NewFrame(void)
+{
+    ::ImGui_ImplSDLRenderer3_NewFrame();
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer3_RenderDrawData(cimgui::ImDrawData* draw_data, SDL_Renderer* renderer)
+{
+    ::ImGui_ImplSDLRenderer3_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data), renderer);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer3_CreateDeviceObjects(void)
+{
+    ::ImGui_ImplSDLRenderer3_CreateDeviceObjects();
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer3_DestroyDeviceObjects(void)
+{
+    ::ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer3_UpdateTexture(cimgui::ImTextureData* tex)
+{
+    ::ImGui_ImplSDLRenderer3_UpdateTexture(reinterpret_cast<::ImTextureData*>(tex));
+}
+
+CIMGUI_IMPL_API cimgui::ImGui_ImplSDLRenderer3_RenderState* cimgui::cImGui_ImplSDLRenderer3_GetRenderState(void)
+{
+    return reinterpret_cast<::cimgui::ImGui_ImplSDLRenderer3_RenderState*>(::ImGui_ImplSDLRenderer3_GetRenderState());
+}
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/cbits/dcimgui_impl_sdlrenderer3.h b/cbits/dcimgui_impl_sdlrenderer3.h
new file mode 100644
--- /dev/null
+++ b/cbits/dcimgui_impl_sdlrenderer3.h
@@ -0,0 +1,85 @@
+// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
+// **DO NOT EDIT DIRECTLY**
+// https://github.com/dearimgui/dear_bindings
+
+// Dear Bindings version as a string
+#ifndef DEAR_BINDINGS_VERSION
+#define DEAR_BINDINGS_VERSION "0.26"
+#endif
+
+// Dear Bindings version as an integer
+#ifndef DEAR_BINDINGS_VERSION_NUMBER
+#define DEAR_BINDINGS_VERSION_NUMBER 26
+#endif
+
+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
+// Auto-generated forward declarations for C header
+typedef struct ImGui_ImplSDLRenderer3_RenderState_t ImGui_ImplSDLRenderer3_RenderState;
+// ImDrawIdx: vertex index. [Compile-time configurable type]
+// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
+// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
+#ifndef ImDrawIdx
+typedef unsigned short ImDrawIdx;  // Default: 16-bit (for maximum compatibility with renderer backends)
+#endif // #ifndef ImDrawIdx
+// (Requires: SDL 3.1.8+)
+
+// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
+// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
+//  [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).
+//  [X] Renderer: Expose selected render state for draw callbacks to use. Access with ImGui_ImplSDLRenderer3_GetRenderState().
+// Missing features:
+//  [ ] Renderer: Multi-viewport support (multiple windows).
+
+// 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
+
+#pragma once
+
+#ifdef __cplusplus
+extern "C"
+{
+#endif
+#include "dcimgui.h"
+#ifndef IMGUI_DISABLE
+// For SDL_ScaleMode which cannot be forward declared.
+typedef struct ImDrawData_t ImDrawData;
+#include <SDL3/SDL_render.h>                                           // Follow "Getting Started" link and check examples/ folder to learn about using backends!
+CIMGUI_IMPL_API bool cImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
+CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_Shutdown(void);
+CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_NewFrame(void);
+CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
+
+// Called by Init/NewFrame/Shutdown
+CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_CreateDeviceObjects(void);
+CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_DestroyDeviceObjects(void);
+
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
+CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
+
+// [BETA] Selected render state data shared with callbacks.
+// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
+// (Please open an issue if you feel you need access to more data)
+struct ImGui_ImplSDLRenderer3_RenderState_t
+{
+    SDL_Renderer* Renderer;
+    SDL_ScaleMode CurrentScaleMode;  // Current scale mode during render. Set to SDL_SCALEMODE_INVALID to use "SetSamplerFromTex" mode.
+};
+CIMGUI_IMPL_API ImGui_ImplSDLRenderer3_RenderState* cImGui_ImplSDLRenderer3_GetRenderState(void);
+#endif// #ifndef IMGUI_DISABLE
+#ifdef __cplusplus
+} // End of extern "C" block
+#endif
diff --git a/cbits/imgui_impl_sdlrenderer3.cpp b/cbits/imgui_impl_sdlrenderer3.cpp
new file mode 100644
--- /dev/null
+++ b/cbits/imgui_impl_sdlrenderer3.cpp
@@ -0,0 +1,405 @@
+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
+// (Requires: SDL 3.1.8+)
+
+// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
+// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
+//  [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).
+//  [X] Renderer: Expose selected render state for draw callbacks to use. Access with ImGui_ImplSDLRenderer3_GetRenderState().
+// Missing features:
+//  [ ] Renderer: Multi-viewport support (multiple windows).
+
+// 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
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2026-09-17: Restore modified texture scale modes at the end of RenderDrawData(). Added DrawCallback_SetSamplerFromTex support. Added CurrentScaleMode in ImGui_ImplSDLRenderer3_RenderState (#9543, #9378)
+//  2026-07-15: Fixed default sampler state to be linear (broken 2026-04-23). (#9470, #9378)
+//  2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
+//  2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
+//  2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
+//  2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
+//  2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
+//  2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
+//  2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
+//  2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
+//  2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
+//  2023-05-30: Initial version.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_sdlrenderer3.h"
+#include <stdint.h>     // intptr_t
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wfloat-equal"          // warning: comparing floating-point with '==' or '!=' is unsafe
+#endif
+
+// SDL
+#include <SDL3/SDL_render.h>
+#include <SDL3/SDL_version.h>
+#if !SDL_VERSION_ATLEAST(3,0,0)
+#error This backend requires SDL 3.0.0+
+#endif
+
+// SDL_Renderer data
+struct ImGui_ImplSDLRenderer3_TexScaleModeEntry
+{
+    SDL_Texture*    Texture;
+    SDL_ScaleMode   ScaleModeBackup;
+};
+
+struct ImGui_ImplSDLRenderer3_Data
+{
+    SDL_Renderer*           Renderer;       // Main viewport's renderer
+    ImVector<SDL_FColor>    ColorBuffer;
+    ImVector<ImGui_ImplSDLRenderer3_TexScaleModeEntry> TexScaleModeBackups;  // Backup of texture scale modes
+
+    ImGui_ImplSDLRenderer3_Data()   { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+ImGui_ImplSDLRenderer3_RenderState* ImGui_ImplSDLRenderer3_GetRenderState()
+{
+    return (ImGui_ImplSDLRenderer3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;
+}
+
+// Functions
+static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
+{
+    ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState();
+
+    // Clear out any viewports and cliprect set by the user
+    // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
+    SDL_SetRenderViewport(renderer, nullptr);
+    SDL_SetRenderClipRect(renderer, nullptr);
+    render_state->CurrentScaleMode = SDL_SCALEMODE_LINEAR;
+}
+
+void ImGui_ImplSDLRenderer3_NewFrame()
+{
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
+    IM_UNUSED(bd);
+}
+
+// https://github.com/libsdl-org/SDL/issues/9009
+static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_FColor>& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices)
+{
+    const Uint8* color2 = (const Uint8*)color;
+    colors_out.resize(num_vertices);
+    SDL_FColor* color3 = colors_out.Data;
+    for (int i = 0; i < num_vertices; i++)
+    {
+        color3[i].r = color->r / 255.0f;
+        color3[i].g = color->g / 255.0f;
+        color3[i].b = color->b / 255.0f;
+        color3[i].a = color->a / 255.0f;
+        color2 += color_stride;
+        color = (const SDL_Color*)color2;
+    }
+    return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
+}
+
+// Draw callbacks
+static void ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*)   {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
+static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*)   { ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState(); render_state->CurrentScaleMode = SDL_SCALEMODE_LINEAR; }
+static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*)  { ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState(); render_state->CurrentScaleMode = SDL_SCALEMODE_NEAREST; }
+static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerFromTex(const ImDrawList*, const ImDrawCmd*)  { ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState(); render_state->CurrentScaleMode = SDL_SCALEMODE_INVALID; } // SDL_SCALEMODE_INVALID = use/keep value in texture.
+
+// SDLRenderer has various design issues which makes it hard to do it compared to regular graphics API.
+// - scale/filtering mode is tied to a texture.
+// - scale/filtering mode is not queued as part of the SDL_RenderGeometryXXX commands, so a change in one texture requires a flush.
+static void ImGui_ImplSDLRenderer3_TexScaleModeUpdate(SDL_Renderer* renderer, SDL_Texture* tex, SDL_ScaleMode desired_scale_mode)
+{
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+    if (desired_scale_mode != SDL_SCALEMODE_INVALID)
+    {
+        // Enforce a scale mode
+        SDL_ScaleMode tex_scale_mode = desired_scale_mode;
+        if (!SDL_GetTextureScaleMode(tex, &tex_scale_mode) || tex_scale_mode == desired_scale_mode)
+            return;
+        SDL_FlushRenderer(renderer);
+        SDL_SetTextureScaleMode(tex, desired_scale_mode);
+
+        // Store backup of old scale mode (FIXME-OPT)
+        for (ImGui_ImplSDLRenderer3_TexScaleModeEntry& entry : bd->TexScaleModeBackups)
+            if (entry.Texture == tex)
+            {
+                if (entry.ScaleModeBackup == SDL_SCALEMODE_INVALID)
+                    entry.ScaleModeBackup = tex_scale_mode;
+                return;
+            }
+        ImGui_ImplSDLRenderer3_TexScaleModeEntry entry = { tex, tex_scale_mode };
+        bd->TexScaleModeBackups.push_back(entry);
+    }
+    else
+    {
+        // Use scale mode that was set in texture by user. If there is an entry, restore it and clear the entry.
+        for (ImGui_ImplSDLRenderer3_TexScaleModeEntry& entry : bd->TexScaleModeBackups)
+            if (entry.Texture == tex && entry.ScaleModeBackup != SDL_SCALEMODE_INVALID)
+            {
+                SDL_FlushRenderer(renderer);
+                SDL_SetTextureScaleMode(tex, entry.ScaleModeBackup);
+                entry.ScaleModeBackup = SDL_SCALEMODE_INVALID;
+                return;
+            }
+    }
+}
+
+static void ImGui_ImplSDLRenderer3_TexScaleModeRestoreBackups(SDL_Renderer* renderer)
+{
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+    if (bd->TexScaleModeBackups.Size == 0)
+        return;
+    SDL_FlushRenderer(renderer);
+    for (ImGui_ImplSDLRenderer3_TexScaleModeEntry& entry : bd->TexScaleModeBackups)
+        if (entry.ScaleModeBackup != SDL_SCALEMODE_INVALID)
+            SDL_SetTextureScaleMode(entry.Texture, entry.ScaleModeBackup);
+    bd->TexScaleModeBackups.resize(0);
+}
+
+void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
+{
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+
+    // If there's a scale factor set by the user, use that instead
+    // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
+    // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
+    float rsx = 1.0f;
+    float rsy = 1.0f;
+    SDL_GetRenderScale(renderer, &rsx, &rsy);
+    ImVec2 render_scale;
+    render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
+    render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
+
+    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+    int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
+    int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
+    if (fb_width == 0 || fb_height == 0)
+        return;
+
+    // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+    // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+    if (draw_data->Textures != nullptr)
+        for (ImTextureData* tex : *draw_data->Textures)
+            if (tex->Status != ImTextureStatus_OK)
+                ImGui_ImplSDLRenderer3_UpdateTexture(tex);
+
+    // Backup SDL_Renderer state that will be modified to restore it afterwards
+    struct BackupSDLRendererState
+    {
+        SDL_Rect    Viewport;
+        bool        ViewportEnabled;
+        bool        ClipEnabled;
+        SDL_Rect    ClipRect;
+    };
+    BackupSDLRendererState old = {};
+    old.ViewportEnabled = SDL_RenderViewportSet(renderer);
+    old.ClipEnabled = SDL_RenderClipEnabled(renderer);
+    SDL_GetRenderViewport(renderer, &old.Viewport);
+    SDL_GetRenderClipRect(renderer, &old.ClipRect);
+
+    // Setup render state structure (for callbacks and custom texture bindings)
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    ImGui_ImplSDLRenderer3_RenderState render_state;
+    render_state.Renderer = renderer;
+    platform_io.Renderer_RenderState = &render_state;
+
+    // Setup desired state
+    ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
+    IM_ASSERT(bd->TexScaleModeBackups.Size == 0);
+
+    // Will project scissor/clipping rectangles into framebuffer space
+    ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
+    ImVec2 clip_scale = render_scale;
+
+    // Render command lists
+    for (const ImDrawList* draw_list : draw_data->CmdLists)
+    {
+        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
+        const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
+
+        for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                if (pcmd->UserCallback == ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState)
+                    ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
+                else
+                    pcmd->UserCallback(draw_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+                if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+                if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+                if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
+                if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+                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) };
+                SDL_SetRenderClipRect(renderer, &r);
+
+                // Setup texture scale/filtering mode
+                SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
+                ImGui_ImplSDLRenderer3_TexScaleModeUpdate(renderer, tex, render_state.CurrentScaleMode);
+
+                // Draw
+                const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
+                const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
+                const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col));
+                SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
+                    xy, (int)sizeof(ImDrawVert),
+                    color, (int)sizeof(ImDrawVert),
+                    uv, (int)sizeof(ImDrawVert),
+                    draw_list->VtxBuffer.Size - pcmd->VtxOffset,
+                    idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
+            }
+        }
+    }
+    platform_io.Renderer_RenderState = nullptr;
+
+    // Restore modified SDL_Renderer state
+    SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
+    SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
+    ImGui_ImplSDLRenderer3_TexScaleModeRestoreBackups(renderer);
+}
+
+void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
+{
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+
+    if (tex->Status == ImTextureStatus_WantCreate)
+    {
+        // Create and upload new texture to graphics system
+        //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+        IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+        IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+
+        // Create texture (bilinear sampling is required)
+        SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
+        IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
+        SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
+        SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
+        SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_LINEAR);
+
+        // Store identifiers
+        tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
+        tex->SetStatus(ImTextureStatus_OK);
+    }
+    else if (tex->Status == ImTextureStatus_WantUpdates)
+    {
+        // Update selected blocks. We only ever write to textures regions which have never been used before!
+        // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
+        SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
+        for (ImTextureRect& r : tex->Updates)
+        {
+            SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
+            SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
+        }
+        tex->SetStatus(ImTextureStatus_OK);
+    }
+    else if (tex->Status == ImTextureStatus_WantDestroy)
+    {
+        if (tex->TexID != ImTextureID_Invalid)
+            if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
+                SDL_DestroyTexture(sdl_texture);
+
+        // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+        tex->SetTexID(ImTextureID_Invalid);
+        tex->SetStatus(ImTextureStatus_Destroyed);
+    }
+}
+
+void ImGui_ImplSDLRenderer3_CreateDeviceObjects()
+{
+}
+
+void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
+{
+    // Destroy all textures
+    for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+        if (tex->RefCount == 1)
+        {
+            tex->SetStatus(ImTextureStatus_WantDestroy);
+            ImGui_ImplSDLRenderer3_UpdateTexture(tex);
+        }
+}
+
+bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+    IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
+    io.BackendRendererUserData = (void*)bd;
+    io.BackendRendererName = "imgui_impl_sdlrenderer3";
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures;   // We can honor ImGuiPlatformIO::Textures[] requests during render.
+
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState;
+    platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear;
+    platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest;
+    platform_io.DrawCallback_SetSamplerFromTex = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerFromTex;
+
+    bd->Renderer = renderer;
+
+    return true;
+}
+
+void ImGui_ImplSDLRenderer3_Shutdown()
+{
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+
+    ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
+
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
+    platform_io.ClearRendererHandlers();
+    IM_DELETE(bd);
+}
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/cbits/imgui_impl_sdlrenderer3.h b/cbits/imgui_impl_sdlrenderer3.h
new file mode 100644
--- /dev/null
+++ b/cbits/imgui_impl_sdlrenderer3.h
@@ -0,0 +1,58 @@
+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
+// (Requires: SDL 3.1.8+)
+
+// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
+// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
+//  [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).
+//  [X] Renderer: Expose selected render state for draw callbacks to use. Access with ImGui_ImplSDLRenderer3_GetRenderState().
+// Missing features:
+//  [ ] Renderer: Multi-viewport support (multiple windows).
+
+// 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
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+// For SDL_ScaleMode which cannot be forward declared.
+#include <SDL3/SDL_render.h>
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_NewFrame();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_CreateDeviceObjects();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_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 = nullptr to handle this manually.
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
+
+// [BETA] Selected render state data shared with callbacks.
+// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
+// (Please open an issue if you feel you need access to more data)
+struct ImGui_ImplSDLRenderer3_RenderState
+{
+    SDL_Renderer*       Renderer;
+    SDL_ScaleMode       CurrentScaleMode;   // Current scale mode during render. Set to SDL_SCALEMODE_INVALID to use "SetSamplerFromTex" mode.
+};
+IMGUI_IMPL_API ImGui_ImplSDLRenderer3_RenderState* ImGui_ImplSDLRenderer3_GetRenderState();
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/dear-imgui-impl-sdlrenderer3.cabal b/dear-imgui-impl-sdlrenderer3.cabal
new file mode 100644
--- /dev/null
+++ b/dear-imgui-impl-sdlrenderer3.cabal
@@ -0,0 +1,68 @@
+cabal-version: 2.2
+
+-- This file has been generated from package.yaml by hpack version 0.39.6.
+--
+-- see: https://github.com/sol/hpack
+
+name:           dear-imgui-impl-sdlrenderer3
+version:        1.0.0
+synopsis:       SDL3 SDL_Renderer renderer-backend bindings for dear-imgui-raw.
+description:    Generated with dear_bindings from the imgui_impl_sdlrenderer3 backend that ships with Dear ImGui.
+category:       GUI
+maintainer:     IC Rainbow <aenor.realm@gmail.com>
+license:        BSD-3-Clause
+license-file:   LICENSE
+build-type:     Simple
+extra-source-files:
+    cbits/dcimgui_impl_sdlrenderer3.h
+    cbits/DearImGuiWrappers.h
+    cbits/imgui_impl_sdlrenderer3.h
+extra-doc-files:
+    README.md
+    CHANGELOG.md
+
+flag sdl3
+  description: Bridge module DearImGui.Impl.SDLRenderer3 over the sdl3-bindgen-sys Renderer type.
+  manual: True
+  default: True
+
+library
+  exposed-modules:
+      DearImGui.Raw.Impl.SDLRenderer3
+  other-modules:
+      Paths_dear_imgui_impl_sdlrenderer3
+  autogen-modules:
+      Paths_dear_imgui_impl_sdlrenderer3
+  hs-source-dirs:
+      src
+  default-extensions:
+      BlockArguments
+      DataKinds
+      DuplicateRecordFields
+      LambdaCase
+      NoFieldSelectors
+      OverloadedRecordDot
+      OverloadedStrings
+      StrictData
+  ghc-options: -Wall -optc-Wno-discarded-qualifiers -optc-Wno-incompatible-pointer-types
+  cxx-options: -std=c++11 -fpermissive
+  include-dirs:
+      cbits
+  cxx-sources:
+      cbits/dcimgui_impl_sdlrenderer3.cpp
+      cbits/DearImGuiWrappers.cpp
+      cbits/imgui_impl_sdlrenderer3.cpp
+  pkgconfig-depends:
+      sdl3
+  build-tool-depends:
+      hsc2hs:hsc2hs
+  build-depends:
+      base >=4.16 && <5
+    , dear-imgui-raw ==1.0.*
+  default-language: GHC2021
+  if flag(sdl3)
+    exposed-modules:
+        DearImGui.Impl.SDLRenderer3
+    build-depends:
+        sdl3-bindgen-sys ==0.0.1.*
+      , unliftio-core
diff --git a/src/DearImGui/Impl/SDLRenderer3.hs b/src/DearImGui/Impl/SDLRenderer3.hs
new file mode 100644
--- /dev/null
+++ b/src/DearImGui/Impl/SDLRenderer3.hs
@@ -0,0 +1,39 @@
+module DearImGui.Impl.SDLRenderer3
+  ( rendererPtr
+  , init
+  , withInit
+  , renderDrawData
+  , Raw.ImGui_ImplSDLRenderer3_RenderState (..)
+  , Raw.getRenderState
+  , Raw.createDeviceObjects
+  , Raw.destroyDeviceObjects
+  , Raw.newFrame
+  , Raw.shutdown
+  , Raw.updateTexture
+  ) where
+
+import Prelude hiding (init)
+
+import Control.Monad.IO.Unlift (MonadUnliftIO)
+import Foreign.Marshal.Utils (toBool)
+import Foreign.Ptr (Ptr, castPtr)
+import SDL3.Sys qualified as SDL3
+
+import DearImGui.Impl.Init (withInitOrFail)
+import DearImGui.Raw.ImDrawData (ImDrawData)
+import DearImGui.Raw.Impl.SDLRenderer3 (SDL_Renderer)
+import DearImGui.Raw.Impl.SDLRenderer3 qualified as Raw
+
+rendererPtr :: Ptr SDL3.SDL_Renderer -> Ptr SDL_Renderer
+rendererPtr = castPtr
+
+init :: Ptr SDL3.SDL_Renderer -> IO Bool
+init renderer =
+  toBool <$> Raw.init (rendererPtr renderer)
+
+withInit :: (MonadUnliftIO m) => Ptr SDL3.SDL_Renderer -> m a -> m a
+withInit renderer = withInitOrFail "ImGui_ImplSDLRenderer3_Init" (init renderer) Raw.shutdown
+
+renderDrawData :: Ptr ImDrawData -> Ptr SDL3.SDL_Renderer -> IO ()
+renderDrawData drawData renderer =
+  Raw.renderDrawData drawData (rendererPtr renderer)
diff --git a/src/DearImGui/Raw/Impl/SDLRenderer3.hsc b/src/DearImGui/Raw/Impl/SDLRenderer3.hsc
new file mode 100644
--- /dev/null
+++ b/src/DearImGui/Raw/Impl/SDLRenderer3.hsc
@@ -0,0 +1,91 @@
+{-# LANGUAGE CApiFFI #-}
+{-# LANGUAGE PatternSynonyms #-}
+
+-- This file was generated by dear-bindings-ffi. Do not edit by hand.
+
+module DearImGui.Raw.Impl.SDLRenderer3
+  ( ImGui_ImplSDLRenderer3_RenderState (..)
+  , SDL_Renderer
+  , createDeviceObjects
+  , destroyDeviceObjects
+  , getRenderState
+  , init
+  , newFrame
+  , renderDrawData
+  , shutdown
+  , updateTexture
+  ) where
+
+import DearImGui.Raw.ImDrawData (ImDrawData)
+import DearImGui.Raw.ImTextureData (ImTextureData)
+import Foreign.C.Types
+import Foreign.Ptr (Ptr, plusPtr)
+import Foreign.Storable (Storable (..))
+import GHC.Records (HasField (..))
+import Prelude hiding (init)
+
+#include "dcimgui_impl_sdlrenderer3.h"
+
+-- structs (opaque)
+
+data {-# CTYPE "dcimgui_impl_sdlrenderer3.h" "ImGui_ImplSDLRenderer3_RenderState" #-} ImGui_ImplSDLRenderer3_RenderState = ImGui_ImplSDLRenderer3_RenderState
+  { renderer :: Ptr SDL_Renderer
+  , currentScaleMode :: CInt
+  }
+  deriving (Eq, Show)
+instance Storable ImGui_ImplSDLRenderer3_RenderState where
+  sizeOf _    = #{size ImGui_ImplSDLRenderer3_RenderState}
+  alignment _ = #{alignment ImGui_ImplSDLRenderer3_RenderState}
+  peek p = ImGui_ImplSDLRenderer3_RenderState <$> #{peek ImGui_ImplSDLRenderer3_RenderState, Renderer} p <*> #{peek ImGui_ImplSDLRenderer3_RenderState, CurrentScaleMode} p
+  poke p v = do
+    #{poke ImGui_ImplSDLRenderer3_RenderState, Renderer} p v.renderer
+    #{poke ImGui_ImplSDLRenderer3_RenderState, CurrentScaleMode} p v.currentScaleMode
+
+instance HasField "renderer" (Ptr ImGui_ImplSDLRenderer3_RenderState) (Ptr (Ptr SDL_Renderer)) where
+  getField = #{ptr ImGui_ImplSDLRenderer3_RenderState, Renderer}
+
+instance HasField "currentScaleMode" (Ptr ImGui_ImplSDLRenderer3_RenderState) (Ptr CInt) where
+  getField = #{ptr ImGui_ImplSDLRenderer3_RenderState, CurrentScaleMode}
+
+data SDL_Renderer
+
+-- functions
+
+-- C: void ImGui_ImplSDLRenderer3_CreateDeviceObjects()
+foreign import capi safe "dcimgui_impl_sdlrenderer3.h cImGui_ImplSDLRenderer3_CreateDeviceObjects"
+  createDeviceObjects :: IO ()
+
+-- C: void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
+foreign import capi safe "dcimgui_impl_sdlrenderer3.h cImGui_ImplSDLRenderer3_DestroyDeviceObjects"
+  destroyDeviceObjects :: IO ()
+
+-- C: ImGui_ImplSDLRenderer3_RenderState* ImGui_ImplSDLRenderer3_GetRenderState()
+foreign import capi safe "dcimgui_impl_sdlrenderer3.h cImGui_ImplSDLRenderer3_GetRenderState"
+  getRenderState :: IO (Ptr ImGui_ImplSDLRenderer3_RenderState)
+
+-- C: bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
+foreign import capi safe "dcimgui_impl_sdlrenderer3.h cImGui_ImplSDLRenderer3_Init"
+  init
+    :: (Ptr SDL_Renderer) -- ^ renderer
+    -> IO CBool
+
+-- C: void ImGui_ImplSDLRenderer3_NewFrame()
+foreign import capi safe "dcimgui_impl_sdlrenderer3.h cImGui_ImplSDLRenderer3_NewFrame"
+  newFrame :: IO ()
+
+-- C: void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
+foreign import capi safe "dcimgui_impl_sdlrenderer3.h cImGui_ImplSDLRenderer3_RenderDrawData"
+  renderDrawData
+    :: (Ptr ImDrawData) -- ^ draw_data
+    -> (Ptr SDL_Renderer) -- ^ renderer
+    -> IO ()
+
+-- C: void ImGui_ImplSDLRenderer3_Shutdown()
+foreign import capi safe "dcimgui_impl_sdlrenderer3.h cImGui_ImplSDLRenderer3_Shutdown"
+  shutdown :: IO ()
+
+-- C: void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
+foreign import capi safe "dcimgui_impl_sdlrenderer3.h cImGui_ImplSDLRenderer3_UpdateTexture"
+  updateTexture
+    :: (Ptr ImTextureData) -- ^ tex
+    -> IO ()
