| // dear imgui: Renderer for WebGPU |
| // This needs to be used along with a Platform Binding (e.g. GLFW) |
| // (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) |
| |
| // Implemented features: |
| // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! |
| // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. |
| |
| // 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. |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs |
| |
| // CHANGELOG |
| // (minor and older changes stripped away, please see git history for details) |
| // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). |
| // 2021-08-24: Fix for latest specs. |
| // 2021-05-24: Add support for draw_data->FramebufferScale. |
| // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) |
| // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). |
| // 2021-02-18: Change blending equation to preserve alpha in output buffer. |
| // 2021-01-28: Initial version. |
| |
| #include "imgui.h" |
| #include "imgui_impl_wgpu.h" |
| #include <limits.h> |
| #include <webgpu/webgpu.h> |
| |
| // Dear ImGui prototypes from imgui_internal.h |
| extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); |
| |
| // WebGPU data |
| static WGPUDevice g_wgpuDevice = NULL; |
| static WGPUQueue g_defaultQueue = NULL; |
| static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined; |
| static WGPURenderPipeline g_pipelineState = NULL; |
| |
| struct RenderResources |
| { |
| WGPUTexture FontTexture; // Font texture |
| WGPUTextureView FontTextureView; // Texture view for font texture |
| WGPUSampler Sampler; // Sampler for the font texture |
| WGPUBuffer Uniforms; // Shader uniforms |
| WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline |
| ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) |
| WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui |
| WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM |
| }; |
| static RenderResources g_resources; |
| |
| struct FrameResources |
| { |
| WGPUBuffer IndexBuffer; |
| WGPUBuffer VertexBuffer; |
| ImDrawIdx* IndexBufferHost; |
| ImDrawVert* VertexBufferHost; |
| int IndexBufferSize; |
| int VertexBufferSize; |
| }; |
| static FrameResources* g_pFrameResources = NULL; |
| static unsigned int g_numFramesInFlight = 0; |
| static unsigned int g_frameIndex = UINT_MAX; |
| |
| struct Uniforms |
| { |
| float MVP[4][4]; |
| }; |
| |
| //----------------------------------------------------------------------------- |
| // SHADERS |
| //----------------------------------------------------------------------------- |
| |
| // glsl_shader.vert, compiled with: |
| // # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert |
| /* |
| #version 450 core |
| layout(location = 0) in vec2 aPos; |
| layout(location = 1) in vec2 aUV; |
| layout(location = 2) in vec4 aColor; |
| layout(set=0, binding = 0) uniform transform { mat4 mvp; }; |
| |
| out gl_PerVertex { vec4 gl_Position; }; |
| layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; |
| |
| void main() |
| { |
| Out.Color = aColor; |
| Out.UV = aUV; |
| gl_Position = mvp * vec4(aPos, 0, 1); |
| } |
| */ |
| static uint32_t __glsl_shader_vert_spv[] = |
| { |
| 0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b, |
| 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, |
| 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, |
| 0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, |
| 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, |
| 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, |
| 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, |
| 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, |
| 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d, |
| 0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005, |
| 0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b, |
| 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, |
| 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, |
| 0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d, |
| 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010, |
| 0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047, |
| 0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013, |
| 0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017, |
| 0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e, |
| 0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b, |
| 0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b, |
| 0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b, |
| 0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b, |
| 0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b, |
| 0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e, |
| 0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a, |
| 0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d, |
| 0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f, |
| 0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023, |
| 0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026, |
| 0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005, |
| 0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b, |
| 0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015, |
| 0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016, |
| 0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022, |
| 0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027, |
| 0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050, |
| 0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007, |
| 0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d, |
| 0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038 |
| }; |
| |
| // glsl_shader.frag, compiled with: |
| // # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag |
| /* |
| #version 450 core |
| layout(location = 0) out vec4 fColor; |
| layout(set=0, binding=1) uniform sampler s; |
| layout(set=1, binding=0) uniform texture2D t; |
| layout(location = 0) in struct { vec4 Color; vec2 UV; } In; |
| void main() |
| { |
| fColor = In.Color * texture(sampler2D(t, s), In.UV.st); |
| } |
| */ |
| static uint32_t __glsl_shader_frag_spv[] = |
| { |
| 0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b, |
| 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, |
| 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, |
| 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, |
| 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, |
| 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, |
| 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005, |
| 0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d, |
| 0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015, |
| 0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019, |
| 0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016, |
| 0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008, |
| 0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a, |
| 0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c, |
| 0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e, |
| 0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010, |
| 0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000, |
| 0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b, |
| 0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000, |
| 0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013, |
| 0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a, |
| 0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041, |
| 0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011, |
| 0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019, |
| 0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f, |
| 0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007, |
| 0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021, |
| 0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038 |
| }; |
| |
| static void SafeRelease(ImDrawIdx*& res) |
| { |
| if (res) |
| delete[] res; |
| res = NULL; |
| } |
| static void SafeRelease(ImDrawVert*& res) |
| { |
| if (res) |
| delete[] res; |
| res = NULL; |
| } |
| static void SafeRelease(WGPUBindGroupLayout& res) |
| { |
| if (res) |
| wgpuBindGroupLayoutRelease(res); |
| res = NULL; |
| } |
| static void SafeRelease(WGPUBindGroup& res) |
| { |
| if (res) |
| wgpuBindGroupRelease(res); |
| res = NULL; |
| } |
| static void SafeRelease(WGPUBuffer& res) |
| { |
| if (res) |
| wgpuBufferRelease(res); |
| res = NULL; |
| } |
| static void SafeRelease(WGPURenderPipeline& res) |
| { |
| if (res) |
| wgpuRenderPipelineRelease(res); |
| res = NULL; |
| } |
| static void SafeRelease(WGPUSampler& res) |
| { |
| if (res) |
| wgpuSamplerRelease(res); |
| res = NULL; |
| } |
| static void SafeRelease(WGPUShaderModule& res) |
| { |
| if (res) |
| wgpuShaderModuleRelease(res); |
| res = NULL; |
| } |
| static void SafeRelease(WGPUTextureView& res) |
| { |
| if (res) |
| wgpuTextureViewRelease(res); |
| res = NULL; |
| } |
| static void SafeRelease(WGPUTexture& res) |
| { |
| if (res) |
| wgpuTextureRelease(res); |
| res = NULL; |
| } |
| |
| static void SafeRelease(RenderResources& res) |
| { |
| SafeRelease(res.FontTexture); |
| SafeRelease(res.FontTextureView); |
| SafeRelease(res.Sampler); |
| SafeRelease(res.Uniforms); |
| SafeRelease(res.CommonBindGroup); |
| SafeRelease(res.ImageBindGroup); |
| SafeRelease(res.ImageBindGroupLayout); |
| }; |
| |
| static void SafeRelease(FrameResources& res) |
| { |
| SafeRelease(res.IndexBuffer); |
| SafeRelease(res.VertexBuffer); |
| SafeRelease(res.IndexBufferHost); |
| SafeRelease(res.VertexBufferHost); |
| } |
| |
| static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size) |
| { |
| WGPUShaderModuleSPIRVDescriptor spirv_desc = {}; |
| spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor; |
| spirv_desc.codeSize = binary_data_size; |
| spirv_desc.code = binary_data; |
| |
| WGPUShaderModuleDescriptor desc = {}; |
| desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc); |
| |
| WGPUProgrammableStageDescriptor stage_desc = {}; |
| stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc); |
| stage_desc.entryPoint = "main"; |
| return stage_desc; |
| } |
| |
| static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) |
| { |
| WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; |
| |
| WGPUBindGroupDescriptor image_bg_descriptor = {}; |
| image_bg_descriptor.layout = layout; |
| image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); |
| image_bg_descriptor.entries = image_bg_entries; |
| return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor); |
| } |
| |
| static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) |
| { |
| // Setup orthographic projection matrix into our constant buffer |
| // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). |
| { |
| float L = draw_data->DisplayPos.x; |
| float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; |
| float T = draw_data->DisplayPos.y; |
| float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; |
| float mvp[4][4] = |
| { |
| { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, |
| { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, |
| { 0.0f, 0.0f, 0.5f, 0.0f }, |
| { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, |
| }; |
| wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp)); |
| } |
| |
| // Setup viewport |
| wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1); |
| |
| // Bind shader and vertex buffers |
| wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); |
| wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); |
| wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState); |
| wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL); |
| |
| // Setup blend factor |
| WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; |
| wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); |
| } |
| |
| // Render function |
| // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) |
| void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) |
| { |
| // Avoid rendering when minimized |
| if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
| return; |
| |
| // FIXME: Assuming that this only gets called once per frame! |
| // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. |
| g_frameIndex = g_frameIndex + 1; |
| FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; |
| |
| // Create and grow vertex/index buffers if needed |
| if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) |
| { |
| if (fr->VertexBuffer) |
| { |
| wgpuBufferDestroy(fr->VertexBuffer); |
| wgpuBufferRelease(fr->VertexBuffer); |
| } |
| SafeRelease(fr->VertexBufferHost); |
| fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; |
| |
| WGPUBufferDescriptor vb_desc = |
| { |
| NULL, |
| "Dear ImGui Vertex buffer", |
| WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, |
| fr->VertexBufferSize * sizeof(ImDrawVert), |
| false |
| }; |
| fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc); |
| if (!fr->VertexBuffer) |
| return; |
| |
| fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; |
| } |
| if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) |
| { |
| if (fr->IndexBuffer) |
| { |
| wgpuBufferDestroy(fr->IndexBuffer); |
| wgpuBufferRelease(fr->IndexBuffer); |
| } |
| SafeRelease(fr->IndexBufferHost); |
| fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; |
| |
| WGPUBufferDescriptor ib_desc = |
| { |
| NULL, |
| "Dear ImGui Index buffer", |
| WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, |
| fr->IndexBufferSize * sizeof(ImDrawIdx), |
| false |
| }; |
| fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc); |
| if (!fr->IndexBuffer) |
| return; |
| |
| fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize]; |
| } |
| |
| // Upload vertex/index data into a single contiguous GPU buffer |
| ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; |
| ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; |
| for (int n = 0; n < draw_data->CmdListsCount; n++) |
| { |
| const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
| memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
| memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
| vtx_dst += cmd_list->VtxBuffer.Size; |
| idx_dst += cmd_list->IdxBuffer.Size; |
| } |
| int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3; |
| int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3; |
| wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); |
| wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); |
| |
| // Setup desired render state |
| ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); |
| |
| // Render command lists |
| // (Because we merged all buffers into a single one, we maintain our own offset into them) |
| int global_vtx_offset = 0; |
| int global_idx_offset = 0; |
| ImVec2 clip_scale = draw_data->FramebufferScale; |
| ImVec2 clip_off = draw_data->DisplayPos; |
| for (int n = 0; n < draw_data->CmdListsCount; n++) |
| { |
| const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
| for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
| { |
| const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
| if (pcmd->UserCallback != NULL) |
| { |
| // User callback, registered via ImDrawList::AddCallback() |
| // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
| if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
| ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); |
| else |
| pcmd->UserCallback(cmd_list, pcmd); |
| } |
| else |
| { |
| // Bind custom texture |
| ImTextureID tex_id = pcmd->GetTexID(); |
| ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); |
| auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash); |
| if (bind_group) |
| { |
| wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL); |
| } |
| else |
| { |
| WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id); |
| g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); |
| wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL); |
| } |
| |
| // 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_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
| continue; |
| |
| // Apply scissor/clipping rectangle, Draw |
| wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); |
| wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); |
| } |
| } |
| global_idx_offset += cmd_list->IdxBuffer.Size; |
| global_vtx_offset += cmd_list->VtxBuffer.Size; |
| } |
| } |
| |
| static void ImGui_ImplWGPU_CreateFontsTexture() |
| { |
| // Build texture atlas |
| ImGuiIO& io = ImGui::GetIO(); |
| unsigned char* pixels; |
| int width, height, size_pp; |
| io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp); |
| |
| // Upload texture to graphics system |
| { |
| WGPUTextureDescriptor tex_desc = {}; |
| tex_desc.label = "Dear ImGui Font Texture"; |
| tex_desc.dimension = WGPUTextureDimension_2D; |
| tex_desc.size.width = width; |
| tex_desc.size.height = height; |
| tex_desc.size.depthOrArrayLayers = 1; |
| tex_desc.sampleCount = 1; |
| tex_desc.format = WGPUTextureFormat_RGBA8Unorm; |
| tex_desc.mipLevelCount = 1; |
| tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; |
| g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc); |
| |
| WGPUTextureViewDescriptor tex_view_desc = {}; |
| tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; |
| tex_view_desc.dimension = WGPUTextureViewDimension_2D; |
| tex_view_desc.baseMipLevel = 0; |
| tex_view_desc.mipLevelCount = 1; |
| tex_view_desc.baseArrayLayer = 0; |
| tex_view_desc.arrayLayerCount = 1; |
| tex_view_desc.aspect = WGPUTextureAspect_All; |
| g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc); |
| } |
| |
| // Upload texture data |
| { |
| WGPUImageCopyTexture dst_view = {}; |
| dst_view.texture = g_resources.FontTexture; |
| dst_view.mipLevel = 0; |
| dst_view.origin = { 0, 0, 0 }; |
| dst_view.aspect = WGPUTextureAspect_All; |
| WGPUTextureDataLayout layout = {}; |
| layout.offset = 0; |
| layout.bytesPerRow = width * size_pp; |
| layout.rowsPerImage = height; |
| WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; |
| wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); |
| } |
| |
| // Create the associated sampler |
| // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) |
| { |
| WGPUSamplerDescriptor sampler_desc = {}; |
| sampler_desc.minFilter = WGPUFilterMode_Linear; |
| sampler_desc.magFilter = WGPUFilterMode_Linear; |
| sampler_desc.mipmapFilter = WGPUFilterMode_Linear; |
| sampler_desc.addressModeU = WGPUAddressMode_Repeat; |
| sampler_desc.addressModeV = WGPUAddressMode_Repeat; |
| sampler_desc.addressModeW = WGPUAddressMode_Repeat; |
| sampler_desc.maxAnisotropy = 1; |
| g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc); |
| } |
| |
| // Store our identifier |
| static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); |
| io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView); |
| } |
| |
| static void ImGui_ImplWGPU_CreateUniformBuffer() |
| { |
| WGPUBufferDescriptor ub_desc = |
| { |
| NULL, |
| "Dear ImGui Uniform buffer", |
| WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, |
| sizeof(Uniforms), |
| false |
| }; |
| g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc); |
| } |
| |
| bool ImGui_ImplWGPU_CreateDeviceObjects() |
| { |
| if (!g_wgpuDevice) |
| return false; |
| if (g_pipelineState) |
| ImGui_ImplWGPU_InvalidateDeviceObjects(); |
| |
| // Create render pipeline |
| WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; |
| graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; |
| graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; |
| graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; |
| graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; |
| graphics_pipeline_desc.multisample.count = 1; |
| graphics_pipeline_desc.multisample.mask = UINT_MAX; |
| graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false; |
| graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation |
| |
| // Create the vertex shader |
| WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t)); |
| graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; |
| graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; |
| |
| // Vertex input configuration |
| WGPUVertexAttribute attribute_desc[] = |
| { |
| { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 }, |
| { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 }, |
| { WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 }, |
| }; |
| |
| WGPUVertexBufferLayout buffer_layouts[1]; |
| buffer_layouts[0].arrayStride = sizeof(ImDrawVert); |
| buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex; |
| buffer_layouts[0].attributeCount = 3; |
| buffer_layouts[0].attributes = attribute_desc; |
| |
| graphics_pipeline_desc.vertex.bufferCount = 1; |
| graphics_pipeline_desc.vertex.buffers = buffer_layouts; |
| |
| // Create the pixel shader |
| WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t)); |
| |
| // Create the blending setup |
| WGPUBlendState blend_state = {}; |
| blend_state.alpha.operation = WGPUBlendOperation_Add; |
| blend_state.alpha.srcFactor = WGPUBlendFactor_One; |
| blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; |
| blend_state.color.operation = WGPUBlendOperation_Add; |
| blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha; |
| blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; |
| |
| WGPUColorTargetState color_state = {}; |
| color_state.format = g_renderTargetFormat; |
| color_state.blend = &blend_state; |
| color_state.writeMask = WGPUColorWriteMask_All; |
| |
| WGPUFragmentState fragment_state = {}; |
| fragment_state.module = pixel_shader_desc.module; |
| fragment_state.entryPoint = pixel_shader_desc.entryPoint; |
| fragment_state.targetCount = 1; |
| fragment_state.targets = &color_state; |
| |
| graphics_pipeline_desc.fragment = &fragment_state; |
| |
| // Create depth-stencil State |
| WGPUDepthStencilState depth_stencil_state = {}; |
| depth_stencil_state.depthBias = 0; |
| depth_stencil_state.depthBiasClamp = 0; |
| depth_stencil_state.depthBiasSlopeScale = 0; |
| |
| // Configure disabled depth-stencil state |
| graphics_pipeline_desc.depthStencil = nullptr; |
| |
| g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc); |
| |
| ImGui_ImplWGPU_CreateFontsTexture(); |
| ImGui_ImplWGPU_CreateUniformBuffer(); |
| |
| // Create resource bind group |
| WGPUBindGroupLayout bg_layouts[2]; |
| bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0); |
| bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1); |
| |
| WGPUBindGroupEntry common_bg_entries[] = |
| { |
| { nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 }, |
| { nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 }, |
| }; |
| |
| WGPUBindGroupDescriptor common_bg_descriptor = {}; |
| common_bg_descriptor.layout = bg_layouts[0]; |
| common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); |
| common_bg_descriptor.entries = common_bg_entries; |
| g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor); |
| |
| WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView); |
| g_resources.ImageBindGroup = image_bind_group; |
| g_resources.ImageBindGroupLayout = bg_layouts[1]; |
| g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group); |
| |
| SafeRelease(vertex_shader_desc.module); |
| SafeRelease(pixel_shader_desc.module); |
| SafeRelease(bg_layouts[0]); |
| |
| return true; |
| } |
| |
| void ImGui_ImplWGPU_InvalidateDeviceObjects() |
| { |
| if (!g_wgpuDevice) |
| return; |
| |
| SafeRelease(g_pipelineState); |
| SafeRelease(g_resources); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. |
| |
| for (unsigned int i = 0; i < g_numFramesInFlight; i++) |
| SafeRelease(g_pFrameResources[i]); |
| } |
| |
| bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format) |
| { |
| // Setup backend capabilities flags |
| ImGuiIO& io = ImGui::GetIO(); |
| io.BackendRendererName = "imgui_impl_webgpu"; |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
| |
| g_wgpuDevice = device; |
| g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice); |
| g_renderTargetFormat = rt_format; |
| g_pFrameResources = new FrameResources[num_frames_in_flight]; |
| g_numFramesInFlight = num_frames_in_flight; |
| g_frameIndex = UINT_MAX; |
| |
| g_resources.FontTexture = NULL; |
| g_resources.FontTextureView = NULL; |
| g_resources.Sampler = NULL; |
| g_resources.Uniforms = NULL; |
| g_resources.CommonBindGroup = NULL; |
| g_resources.ImageBindGroups.Data.reserve(100); |
| g_resources.ImageBindGroup = NULL; |
| g_resources.ImageBindGroupLayout = NULL; |
| |
| // Create buffers with a default size (they will later be grown as needed) |
| for (int i = 0; i < num_frames_in_flight; i++) |
| { |
| FrameResources* fr = &g_pFrameResources[i]; |
| fr->IndexBuffer = NULL; |
| fr->VertexBuffer = NULL; |
| fr->IndexBufferHost = NULL; |
| fr->VertexBufferHost = NULL; |
| fr->IndexBufferSize = 10000; |
| fr->VertexBufferSize = 5000; |
| } |
| |
| return true; |
| } |
| |
| void ImGui_ImplWGPU_Shutdown() |
| { |
| ImGui_ImplWGPU_InvalidateDeviceObjects(); |
| delete[] g_pFrameResources; |
| g_pFrameResources = NULL; |
| wgpuQueueRelease(g_defaultQueue); |
| g_wgpuDevice = NULL; |
| g_numFramesInFlight = 0; |
| g_frameIndex = UINT_MAX; |
| } |
| |
| void ImGui_ImplWGPU_NewFrame() |
| { |
| if (!g_pipelineState) |
| ImGui_ImplWGPU_CreateDeviceObjects(); |
| } |