Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends.
In theory supporting multiple contexts (untested).
diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp
index 946b447..8131662 100644
--- a/backends/imgui_impl_wgpu.cpp
+++ b/backends/imgui_impl_wgpu.cpp
@@ -13,6 +13,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
// 2022-11-24: Fixed validation error with default depth buffer settings.
// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
@@ -34,24 +35,17 @@
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
// WebGPU data
-static WGPUDevice g_wgpuDevice = nullptr;
-static WGPUQueue g_defaultQueue = nullptr;
-static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
-static WGPUTextureFormat g_depthStencilFormat = WGPUTextureFormat_Undefined;
-static WGPURenderPipeline g_pipelineState = nullptr;
-
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
+ WGPUTexture FontTexture = nullptr; // Font texture
+ WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
+ WGPUSampler Sampler = nullptr; // Sampler for the font texture
+ WGPUBuffer Uniforms = nullptr; // Shader uniforms
+ WGPUBindGroup CommonBindGroup = nullptr; // 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 = nullptr; // Default font-resource of Dear ImGui
+ WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
};
-static RenderResources g_resources;
struct FrameResources
{
@@ -62,15 +56,33 @@
int IndexBufferSize;
int VertexBufferSize;
};
-static FrameResources* g_pFrameResources = nullptr;
-static unsigned int g_numFramesInFlight = 0;
-static unsigned int g_frameIndex = UINT_MAX;
struct Uniforms
{
float MVP[4][4];
};
+struct ImGui_ImplWGPU_Data
+{
+ WGPUDevice wgpuDevice = nullptr;
+ WGPUQueue defaultQueue = nullptr;
+ WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
+ WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
+ WGPURenderPipeline pipelineState = nullptr;
+
+ RenderResources renderResources;
+ FrameResources* pFrameResources = nullptr;
+ unsigned int numFramesInFlight = 0;
+ unsigned int frameIndex = UINT_MAX;
+};
+
+// 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_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
//-----------------------------------------------------------------------------
// SHADERS
//-----------------------------------------------------------------------------
@@ -265,6 +277,8 @@
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size)
{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+
WGPUShaderModuleSPIRVDescriptor spirv_desc = {};
spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
spirv_desc.codeSize = binary_data_size;
@@ -274,24 +288,27 @@
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc);
WGPUProgrammableStageDescriptor stage_desc = {};
- stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc);
+ stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
stage_desc.entryPoint = "main";
return stage_desc;
}
static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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);
+ return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
}
static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+
// 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).
{
@@ -306,7 +323,7 @@
{ 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));
+ wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, 0, mvp, sizeof(mvp));
}
// Setup viewport
@@ -315,8 +332,8 @@
// 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, nullptr);
+ wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
+ wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
// Setup blend factor
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
@@ -333,8 +350,9 @@
// 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];
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+ bd->frameIndex = bd->frameIndex + 1;
+ FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
@@ -355,7 +373,7 @@
fr->VertexBufferSize * sizeof(ImDrawVert),
false
};
- fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc);
+ fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
if (!fr->VertexBuffer)
return;
@@ -379,7 +397,7 @@
fr->IndexBufferSize * sizeof(ImDrawIdx),
false
};
- fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc);
+ fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
if (!fr->IndexBuffer)
return;
@@ -399,8 +417,8 @@
}
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);
+ wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
+ wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
// Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
@@ -431,15 +449,15 @@
// 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);
+ auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (bind_group)
{
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
}
else
{
- WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
- g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
+ WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
+ bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
}
@@ -462,6 +480,7 @@
static void ImGui_ImplWGPU_CreateFontsTexture()
{
// Build texture atlas
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height, size_pp;
@@ -479,7 +498,7 @@
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_desc.mipLevelCount = 1;
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
- g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc);
+ bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
WGPUTextureViewDescriptor tex_view_desc = {};
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
@@ -489,13 +508,13 @@
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);
+ bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
}
// Upload texture data
{
WGPUImageCopyTexture dst_view = {};
- dst_view.texture = g_resources.FontTexture;
+ dst_view.texture = bd->renderResources.FontTexture;
dst_view.mipLevel = 0;
dst_view.origin = { 0, 0, 0 };
dst_view.aspect = WGPUTextureAspect_All;
@@ -504,7 +523,7 @@
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);
+ wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
}
// Create the associated sampler
@@ -518,16 +537,17 @@
sampler_desc.addressModeV = WGPUAddressMode_Repeat;
sampler_desc.addressModeW = WGPUAddressMode_Repeat;
sampler_desc.maxAnisotropy = 1;
- g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc);
+ bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->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_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
+ io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
}
static void ImGui_ImplWGPU_CreateUniformBuffer()
{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUBufferDescriptor ub_desc =
{
nullptr,
@@ -536,14 +556,15 @@
sizeof(Uniforms),
false
};
- g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc);
+ bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
}
bool ImGui_ImplWGPU_CreateDeviceObjects()
{
- if (!g_wgpuDevice)
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+ if (!bd->wgpuDevice)
return false;
- if (g_pipelineState)
+ if (bd->pipelineState)
ImGui_ImplWGPU_InvalidateDeviceObjects();
// Create render pipeline
@@ -580,13 +601,13 @@
image_bg_layout_desc.entries = image_bg_layout_entries;
WGPUBindGroupLayout bg_layouts[2];
- bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &common_bg_layout_desc);
- bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &image_bg_layout_desc);
+ bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
+ bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
WGPUPipelineLayoutDescriptor layout_desc = {};
layout_desc.bindGroupLayoutCount = 2;
layout_desc.bindGroupLayouts = bg_layouts;
- graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(g_wgpuDevice, &layout_desc);
+ graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
// Create the vertex shader
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t));
@@ -623,7 +644,7 @@
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
WGPUColorTargetState color_state = {};
- color_state.format = g_renderTargetFormat;
+ color_state.format = bd->renderTargetFormat;
color_state.blend = &blend_state;
color_state.writeMask = WGPUColorWriteMask_All;
@@ -637,16 +658,16 @@
// Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {};
- depth_stencil_state.format = g_depthStencilFormat;
+ depth_stencil_state.format = bd->depthStencilFormat;
depth_stencil_state.depthWriteEnabled = false;
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
// Configure disabled depth-stencil state
- graphics_pipeline_desc.depthStencil = g_depthStencilFormat == WGPUTextureFormat_Undefined ? nullptr : &depth_stencil_state;
+ graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
- g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc);
+ bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
ImGui_ImplWGPU_CreateFontsTexture();
ImGui_ImplWGPU_CreateUniformBuffer();
@@ -654,20 +675,20 @@
// Create resource bind group
WGPUBindGroupEntry common_bg_entries[] =
{
- { nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
- { nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 },
+ { nullptr, 0, bd->renderResources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
+ { nullptr, 1, 0, 0, 0, bd->renderResources.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);
+ bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->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);
+ WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
+ bd->renderResources.ImageBindGroup = image_bind_group;
+ bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
+ bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module);
@@ -678,47 +699,52 @@
void ImGui_ImplWGPU_InvalidateDeviceObjects()
{
- if (!g_wgpuDevice)
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+ if (!bd->wgpuDevice)
return;
- SafeRelease(g_pipelineState);
- SafeRelease(g_resources);
+ SafeRelease(bd->pipelineState);
+ SafeRelease(bd->renderResources);
ImGuiIO& io = ImGui::GetIO();
io.Fonts->SetTexID(0); // 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]);
+ for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
+ SafeRelease(bd->pFrameResources[i]);
}
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
{
- // Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
+ io.BackendRendererUserData = (void*)bd;
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_depthStencilFormat = depth_format;
- g_pFrameResources = new FrameResources[num_frames_in_flight];
- g_numFramesInFlight = num_frames_in_flight;
- g_frameIndex = UINT_MAX;
+ bd->wgpuDevice = device;
+ bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
+ bd->renderTargetFormat = rt_format;
+ bd->depthStencilFormat = depth_format;
+ bd->numFramesInFlight = num_frames_in_flight;
+ bd->frameIndex = UINT_MAX;
- g_resources.FontTexture = nullptr;
- g_resources.FontTextureView = nullptr;
- g_resources.Sampler = nullptr;
- g_resources.Uniforms = nullptr;
- g_resources.CommonBindGroup = nullptr;
- g_resources.ImageBindGroups.Data.reserve(100);
- g_resources.ImageBindGroup = nullptr;
- g_resources.ImageBindGroupLayout = nullptr;
+ bd->renderResources.FontTexture = nullptr;
+ bd->renderResources.FontTextureView = nullptr;
+ bd->renderResources.Sampler = nullptr;
+ bd->renderResources.Uniforms = nullptr;
+ bd->renderResources.CommonBindGroup = nullptr;
+ bd->renderResources.ImageBindGroups.Data.reserve(100);
+ bd->renderResources.ImageBindGroup = nullptr;
+ bd->renderResources.ImageBindGroupLayout = nullptr;
// Create buffers with a default size (they will later be grown as needed)
+ bd->pFrameResources = new FrameResources[num_frames_in_flight];
for (int i = 0; i < num_frames_in_flight; i++)
{
- FrameResources* fr = &g_pFrameResources[i];
+ FrameResources* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr;
fr->VertexBuffer = nullptr;
fr->IndexBufferHost = nullptr;
@@ -732,17 +758,26 @@
void ImGui_ImplWGPU_Shutdown()
{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
ImGui_ImplWGPU_InvalidateDeviceObjects();
- delete[] g_pFrameResources;
- g_pFrameResources = nullptr;
- wgpuQueueRelease(g_defaultQueue);
- g_wgpuDevice = nullptr;
- g_numFramesInFlight = 0;
- g_frameIndex = UINT_MAX;
+ delete[] bd->pFrameResources;
+ bd->pFrameResources = nullptr;
+ wgpuQueueRelease(bd->defaultQueue);
+ bd->wgpuDevice = nullptr;
+ bd->numFramesInFlight = 0;
+ bd->frameIndex = UINT_MAX;
+
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ IM_DELETE(bd);
}
void ImGui_ImplWGPU_NewFrame()
{
- if (!g_pipelineState)
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+ if (!bd->pipelineState)
ImGui_ImplWGPU_CreateDeviceObjects();
}
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index fd3f727..6e9a846 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -90,6 +90,7 @@
(#6315) [@PathogenDavid]
- Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen.
(#6314) [@PathogenDavid]
+- Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends.
- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.
- Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243)