Backends, Examples: Added support for WebGPU and corresponding example (#3632)
(Squashed 11 commits)features/potocpav-newer-lines-2
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// dear imgui: Renderer for WebGPU
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// This needs to be used along with a Platform Binding (e.g. GLFW)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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#include "imgui.h" |
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#include "imgui_impl_wgpu.h" |
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// CRT
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#include <limits.h> |
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// WebGPU
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#include <webgpu/webgpu.h> |
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// ImGui prototypes
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ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); |
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// WebGPU data
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static WGPUDevice g_wgpuDevice = NULL; |
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static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined; |
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static WGPURenderPipeline g_pipelineState = NULL; |
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struct RenderResources |
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{ |
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// Font texture
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WGPUTexture FontTexture; |
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// Texture view for font texture
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WGPUTextureView FontTextureView; |
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// Sampler for the font texture
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WGPUSampler Sampler; |
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// Shader uniforms
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WGPUBuffer Uniforms; |
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// Resources bind-group to bind the common resources to pipeline
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WGPUBindGroup CommonBindGroup; |
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// Bind group layout for image textures
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WGPUBindGroupLayout ImageBindGroupLayout; |
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// Resources bind-group to bind the font/image resources to pipeline
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ImGuiStorage ImageBindGroups; |
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// Default font-resource of ImGui
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WGPUBindGroup ImageBindGroup; |
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}; |
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static RenderResources g_resources; |
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struct FrameResources |
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{ |
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WGPUBuffer IndexBuffer; |
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WGPUBuffer VertexBuffer; |
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ImDrawIdx* IndexBufferHost; |
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ImDrawVert* VertexBufferHost; |
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int IndexBufferSize; |
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int VertexBufferSize; |
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}; |
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static FrameResources* g_pFrameResources = NULL; |
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static unsigned int g_numFramesInFlight = 0; |
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static unsigned int g_frameIndex = UINT_MAX; |
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struct Uniforms |
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{ |
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float MVP[4][4]; |
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}; |
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//-----------------------------------------------------------------------------
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// SHADERS
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//-----------------------------------------------------------------------------
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// glsl_shader.vert, compiled with:
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// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
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/*
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#version 450 core |
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layout(location = 0) in vec2 aPos; |
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layout(location = 1) in vec2 aUV; |
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layout(location = 2) in vec4 aColor; |
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layout(set=0, binding = 0) uniform transform { mat4 mvp; }; |
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out gl_PerVertex { vec4 gl_Position; }; |
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layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; |
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void main() |
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{ |
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Out.Color = aColor; |
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Out.UV = aUV; |
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gl_Position = mvp * vec4(aPos, 0, 1); |
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} |
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*/ |
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static uint32_t __glsl_shader_vert_spv[] = |
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{ |
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0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b, |
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0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, |
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0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, |
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0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, |
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0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, |
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0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, |
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0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, |
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0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, |
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0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d, |
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0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005, |
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0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b, |
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0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, |
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0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, |
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0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d, |
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0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010, |
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0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047, |
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0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013, |
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0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017, |
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0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e, |
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0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b, |
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0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b, |
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0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b, |
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0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b, |
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0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b, |
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0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e, |
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0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a, |
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0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d, |
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0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f, |
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0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023, |
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0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026, |
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0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005, |
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0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b, |
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0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015, |
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0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016, |
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0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022, |
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0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027, |
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0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050, |
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0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007, |
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0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d, |
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0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038 |
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}; |
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// glsl_shader.frag, compiled with:
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// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
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/*
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#version 450 core |
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layout(location = 0) out vec4 fColor; |
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layout(set=0, binding=1) uniform sampler s; |
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layout(set=1, binding=0) uniform texture2D t; |
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layout(location = 0) in struct { vec4 Color; vec2 UV; } In; |
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void main() |
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{ |
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fColor = In.Color * texture(sampler2D(t, s), In.UV.st); |
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} |
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*/ |
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static uint32_t __glsl_shader_frag_spv[] = |
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{ |
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0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b, |
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0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, |
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0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, |
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0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, |
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0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, |
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0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, |
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0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005, |
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0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d, |
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0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015, |
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0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019, |
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0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016, |
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0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008, |
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0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a, |
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0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c, |
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0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e, |
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0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010, |
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0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000, |
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0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b, |
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0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000, |
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0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013, |
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0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a, |
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0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041, |
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0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011, |
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0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019, |
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0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f, |
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0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007, |
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0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021, |
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0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038 |
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}; |
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static void SafeRelease(ImDrawIdx*& res) |
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{ |
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if (res) |
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delete[] res; |
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res = NULL; |
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} |
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static void SafeRelease(ImDrawVert*& res) |
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{ |
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if (res) |
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delete[] res; |
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res = NULL; |
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} |
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static void SafeRelease(WGPUBindGroupLayout& res) |
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{ |
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if (res) |
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wgpuBindGroupLayoutRelease(res); |
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res = NULL; |
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} |
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static void SafeRelease(WGPUBindGroup& res) |
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{ |
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if (res) |
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wgpuBindGroupRelease(res); |
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res = NULL; |
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} |
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static void SafeRelease(WGPUBuffer& res) |
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{ |
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if (res) |
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wgpuBufferRelease(res); |
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res = NULL; |
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} |
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static void SafeRelease(WGPURenderPipeline& res) |
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{ |
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if (res) |
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wgpuRenderPipelineRelease(res); |
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res = NULL; |
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} |
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static void SafeRelease(WGPUSampler& res) |
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{ |
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if (res) |
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wgpuSamplerRelease(res); |
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res = NULL; |
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} |
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static void SafeRelease(WGPUShaderModule& res) |
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{ |
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if (res) |
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wgpuShaderModuleRelease(res); |
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res = NULL; |
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} |
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static void SafeRelease(WGPUTextureView& res) |
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{ |
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if (res) |
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wgpuTextureViewRelease(res); |
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res = NULL; |
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} |
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static void SafeRelease(WGPUTexture& res) |
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{ |
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if (res) |
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wgpuTextureRelease(res); |
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res = NULL; |
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} |
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static void SafeRelease(RenderResources& res) |
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{ |
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SafeRelease(res.FontTexture); |
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SafeRelease(res.FontTextureView); |
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SafeRelease(res.Sampler); |
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SafeRelease(res.Uniforms); |
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SafeRelease(res.CommonBindGroup); |
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SafeRelease(res.ImageBindGroupLayout); |
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SafeRelease(res.ImageBindGroup); |
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}; |
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static void SafeRelease(FrameResources& res) |
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{ |
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SafeRelease(res.IndexBuffer); |
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SafeRelease(res.VertexBuffer); |
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SafeRelease(res.IndexBufferHost); |
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SafeRelease(res.VertexBufferHost); |
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} |
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static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size) |
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{ |
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WGPUShaderModuleSPIRVDescriptor spirv_desc = {}; |
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spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor; |
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spirv_desc.codeSize = binary_data_size; |
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spirv_desc.code = binary_data; |
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WGPUShaderModuleDescriptor desc; |
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desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc); |
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WGPUProgrammableStageDescriptor stage_desc = {}; |
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stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc); |
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stage_desc.entryPoint = "main"; |
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return stage_desc; |
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} |
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static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) |
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{ |
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WGPUBindGroupEntry image_bg_entries[] = { |
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{ 0, 0, 0, 0, 0, texture }, |
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}; |
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WGPUBindGroupDescriptor image_bg_descriptor = {}; |
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image_bg_descriptor.layout = layout; |
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image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); |
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image_bg_descriptor.entries = image_bg_entries; |
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return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor); |
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} |
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static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) |
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{ |
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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{ |
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float L = draw_data->DisplayPos.x; |
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; |
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float T = draw_data->DisplayPos.y; |
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; |
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float mvp[4][4] = |
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{ |
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, |
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, |
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{ 0.0f, 0.0f, 0.5f, 0.0f }, |
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, |
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}; |
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wgpuQueueWriteBuffer(wgpuDeviceGetDefaultQueue(g_wgpuDevice), g_resources.Uniforms, 0, mvp, sizeof(mvp)); |
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} |
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// Setup viewport
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wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->DisplaySize.x, draw_data->DisplaySize.y, 0, 1); |
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert); |
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unsigned int offset = 0; |
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wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, offset, fr->VertexBufferSize * stride); |
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wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); |
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wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState); |
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wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL); |
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// Setup blend factor
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WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; |
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wgpuRenderPassEncoderSetBlendColor(ctx, &blend_color); |
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} |
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) |
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{ |
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
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return; |
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// FIXME: I'm assuming that this only gets called once per frame!
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// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
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g_frameIndex = g_frameIndex + 1; |
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FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; |
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// Create and grow vertex/index buffers if needed
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if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) |
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{ |
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SafeRelease(fr->VertexBuffer); |
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SafeRelease(fr->VertexBufferHost); |
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fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; |
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WGPUBufferDescriptor vb_desc = { |
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nullptr, |
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"IMGUI Vertex buffer", |
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, |
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fr->VertexBufferSize * sizeof(ImDrawVert), |
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false |
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}; |
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fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc); |
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if (!fr->VertexBuffer) |
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return; |
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fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; |
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} |
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if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) |
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{ |
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SafeRelease(fr->IndexBuffer); |
||||
SafeRelease(fr->IndexBufferHost); |
||||
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; |
||||
|
||||
WGPUBufferDescriptor ib_desc = { |
||||
nullptr, |
||||
"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(wgpuDeviceGetDefaultQueue(g_wgpuDevice), fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); |
||||
wgpuQueueWriteBuffer(wgpuDeviceGetDefaultQueue(g_wgpuDevice), 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_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
|
||||
auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID))); |
||||
if (bind_group) { |
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL); |
||||
} |
||||
else { |
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView) pcmd->TextureId); |
||||
g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID)), image_bind_group); |
||||
|
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL); |
||||
} |
||||
|
||||
// Apply Scissor, Bind texture, Draw
|
||||
uint32_t clip_rect[4]; |
||||
clip_rect[0] = static_cast<uint32_t>(pcmd->ClipRect.x - clip_off.x); |
||||
clip_rect[1] = static_cast<uint32_t>(pcmd->ClipRect.y - clip_off.y); |
||||
clip_rect[2] = static_cast<uint32_t>(pcmd->ClipRect.z - clip_off.x); |
||||
clip_rect[3] = static_cast<uint32_t>(pcmd->ClipRect.w - clip_off.y); |
||||
wgpuRenderPassEncoderSetScissorRect(pass_encoder, clip_rect[0], clip_rect[1], clip_rect[2] - clip_rect[0], clip_rect[3] - clip_rect[1]); |
||||
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 WGPUBuffer ImGui_ImplWGPU_CreateBufferFromData(const WGPUDevice& device, const void* data, uint64_t size, WGPUBufferUsage usage) |
||||
{ |
||||
WGPUBufferDescriptor descriptor = {}; |
||||
descriptor.size = size; |
||||
descriptor.usage = usage | WGPUBufferUsage_CopyDst; |
||||
WGPUBuffer buffer = wgpuDeviceCreateBuffer(device, &descriptor); |
||||
|
||||
WGPUQueue queue = wgpuDeviceGetDefaultQueue(g_wgpuDevice); |
||||
wgpuQueueWriteBuffer(queue, buffer, 0, data, size); |
||||
return buffer; |
||||
} |
||||
|
||||
|
||||
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 = "IMGUI Font Texture"; |
||||
tex_desc.dimension = WGPUTextureDimension_2D; |
||||
tex_desc.size.width = width; |
||||
tex_desc.size.height = height; |
||||
tex_desc.size.depth = 1; |
||||
tex_desc.sampleCount = 1; |
||||
tex_desc.format = WGPUTextureFormat_RGBA8Unorm; |
||||
tex_desc.mipLevelCount = 1; |
||||
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_Sampled; |
||||
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
|
||||
{ |
||||
WGPUBuffer staging_buffer = ImGui_ImplWGPU_CreateBufferFromData(g_wgpuDevice, pixels, static_cast<uint32_t>(width * size_pp * height), WGPUBufferUsage_CopySrc); |
||||
|
||||
WGPUBufferCopyView bufferCopyView = {}; |
||||
bufferCopyView.buffer = staging_buffer; |
||||
bufferCopyView.layout.offset = 0; |
||||
bufferCopyView.layout.bytesPerRow = width * size_pp; |
||||
bufferCopyView.layout.rowsPerImage = height; |
||||
|
||||
WGPUTextureCopyView textureCopyView = {}; |
||||
textureCopyView.texture = g_resources.FontTexture; |
||||
textureCopyView.mipLevel = 0; |
||||
textureCopyView.origin = { 0, 0, 0 }; |
||||
#ifndef __EMSCRIPTEN__ |
||||
textureCopyView.aspect = WGPUTextureAspect_All; |
||||
#endif |
||||
|
||||
WGPUExtent3D copySize = { static_cast<uint32_t>(width), static_cast<uint32_t>(height), 1 }; |
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {}; |
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(g_wgpuDevice, &enc_desc); |
||||
wgpuCommandEncoderCopyBufferToTexture(encoder, &bufferCopyView, &textureCopyView, ©Size); |
||||
WGPUCommandBufferDescriptor cmd_buf_desc = {}; |
||||
WGPUCommandBuffer copy = wgpuCommandEncoderFinish(encoder, &cmd_buf_desc); |
||||
WGPUQueue queue = wgpuDeviceGetDefaultQueue(g_wgpuDevice); |
||||
wgpuQueueSubmit(queue, 1, ©); |
||||
|
||||
wgpuCommandEncoderRelease(encoder); |
||||
wgpuBufferRelease(staging_buffer); |
||||
} |
||||
|
||||
// Create the associated sampler
|
||||
{ |
||||
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; |
||||
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->TexID = (ImTextureID)g_resources.FontTextureView; |
||||
} |
||||
|
||||
static void ImGui_ImplWGPU_CreateUniformBuffer() |
||||
{ |
||||
WGPUBufferDescriptor ub_desc = { |
||||
nullptr, |
||||
"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.primitiveTopology = WGPUPrimitiveTopology_TriangleList; |
||||
graphics_pipeline_desc.sampleCount = 1; |
||||
graphics_pipeline_desc.sampleMask = UINT_MAX; |
||||
|
||||
|
||||
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; |
||||
common_bg_layout_entries[0].binding = 0; |
||||
common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex; |
||||
common_bg_layout_entries[0].type = WGPUBindingType_UniformBuffer; |
||||
common_bg_layout_entries[1].binding = 1; |
||||
common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment; |
||||
common_bg_layout_entries[1].type = WGPUBindingType_Sampler; |
||||
|
||||
WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {}; |
||||
image_bg_layout_entries[0].binding = 0; |
||||
image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment; |
||||
image_bg_layout_entries[0].type = WGPUBindingType_SampledTexture; |
||||
|
||||
WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {}; |
||||
common_bg_layout_desc.entryCount = 2; |
||||
common_bg_layout_desc.entries = common_bg_layout_entries; |
||||
|
||||
WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {}; |
||||
image_bg_layout_desc.entryCount = 1; |
||||
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); |
||||
|
||||
WGPUPipelineLayoutDescriptor layout_desc = {}; |
||||
layout_desc.bindGroupLayoutCount = 2; |
||||
layout_desc.bindGroupLayouts = bg_layouts; |
||||
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(g_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)); |
||||
graphics_pipeline_desc.vertexStage = vertex_shader_desc; |
||||
|
||||
// Vertex input configuration
|
||||
WGPUVertexAttributeDescriptor attribute_binding_desc[] = { |
||||
{ WGPUVertexFormat_Float2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 }, |
||||
{ WGPUVertexFormat_Float2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 }, |
||||
{ WGPUVertexFormat_UChar4Norm, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 }, |
||||
}; |
||||
|
||||
WGPUVertexBufferLayoutDescriptor buffer_binding_desc; |
||||
buffer_binding_desc.arrayStride = sizeof(ImDrawVert); |
||||
buffer_binding_desc.stepMode = WGPUInputStepMode_Vertex; |
||||
buffer_binding_desc.attributeCount = 3; |
||||
buffer_binding_desc.attributes = attribute_binding_desc; |
||||
|
||||
WGPUVertexStateDescriptor vertex_state_desc = {}; |
||||
vertex_state_desc.indexFormat = WGPUIndexFormat_Undefined; |
||||
vertex_state_desc.vertexBufferCount = 1; |
||||
vertex_state_desc.vertexBuffers = &buffer_binding_desc; |
||||
|
||||
graphics_pipeline_desc.vertexState = &vertex_state_desc; |
||||
|
||||
// Create the pixel shader
|
||||
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t)); |
||||
graphics_pipeline_desc.fragmentStage = &pixel_shader_desc; |
||||
|
||||
// Create the blending setup
|
||||
WGPUColorStateDescriptor color_state = {}; |
||||
{ |
||||
color_state.format = g_renderTargetFormat; |
||||
color_state.alphaBlend.operation = WGPUBlendOperation_Add; |
||||
color_state.alphaBlend.srcFactor = WGPUBlendFactor_OneMinusSrcAlpha; |
||||
color_state.alphaBlend.dstFactor = WGPUBlendFactor_Zero; |
||||
color_state.colorBlend.operation = WGPUBlendOperation_Add; |
||||
color_state.colorBlend.srcFactor = WGPUBlendFactor_SrcAlpha; |
||||
color_state.colorBlend.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; |
||||
color_state.writeMask = WGPUColorWriteMask_All; |
||||
|
||||
graphics_pipeline_desc.colorStateCount = 1; |
||||
graphics_pipeline_desc.colorStates = &color_state; |
||||
graphics_pipeline_desc.alphaToCoverageEnabled = false; |
||||
} |
||||
|
||||
// Create the rasterizer state
|
||||
WGPURasterizationStateDescriptor raster_desc = {}; |
||||
{ |
||||
raster_desc.cullMode = WGPUCullMode_None; |
||||
raster_desc.frontFace = WGPUFrontFace_CW; |
||||
raster_desc.depthBias = 0; |
||||
raster_desc.depthBiasClamp = 0; |
||||
raster_desc.depthBiasSlopeScale = 0; |
||||
graphics_pipeline_desc.rasterizationState = &raster_desc; |
||||
} |
||||
|
||||
// Create depth-stencil State
|
||||
WGPUDepthStencilStateDescriptor depth_desc = {}; |
||||
{ |
||||
// Configure disabled state
|
||||
depth_desc.format = WGPUTextureFormat_Undefined; |
||||
|
||||
depth_desc.depthWriteEnabled = true; |
||||
depth_desc.depthCompare = WGPUCompareFunction_Always; |
||||
depth_desc.stencilReadMask = 0; |
||||
depth_desc.stencilWriteMask = 0; |
||||
depth_desc.stencilBack.compare = WGPUCompareFunction_Always; |
||||
depth_desc.stencilBack.failOp = WGPUStencilOperation_Keep; |
||||
depth_desc.stencilBack.depthFailOp = WGPUStencilOperation_Keep; |
||||
depth_desc.stencilBack.passOp = WGPUStencilOperation_Keep; |
||||
depth_desc.stencilFront.compare = WGPUCompareFunction_Always; |
||||
depth_desc.stencilFront.failOp = WGPUStencilOperation_Keep; |
||||
depth_desc.stencilFront.depthFailOp = WGPUStencilOperation_Keep; |
||||
depth_desc.stencilFront.passOp = WGPUStencilOperation_Keep; |
||||
|
||||
// No depth buffer corresponds to no configuration
|
||||
graphics_pipeline_desc.depthStencilState = nullptr; |
||||
} |
||||
|
||||
g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc); |
||||
|
||||
ImGui_ImplWGPU_CreateFontsTexture(); |
||||
ImGui_ImplWGPU_CreateUniformBuffer(); |
||||
|
||||
// Create resource bind group
|
||||
WGPUBindGroupEntry common_bg_entries[] = { |
||||
{ 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 }, |
||||
{ 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); |
||||
g_resources.ImageBindGroupLayout = bg_layouts[1]; |
||||
|
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView); |
||||
g_resources.ImageBindGroup = image_bind_group; |
||||
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->TexID = 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 back-end 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_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.ImageBindGroupLayout = NULL; |
||||
g_resources.ImageBindGroups.Data.reserve(100); |
||||
g_resources.ImageBindGroup = 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; |
||||
g_wgpuDevice = NULL; |
||||
g_numFramesInFlight = 0; |
||||
g_frameIndex = UINT_MAX; |
||||
} |
||||
|
||||
void ImGui_ImplWGPU_NewFrame() |
||||
{ |
||||
if (!g_pipelineState) |
||||
ImGui_ImplWGPU_CreateDeviceObjects(); |
||||
} |
@ -0,0 +1,26 @@ |
||||
// dear imgui: Renderer for WebGPU
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW)
|
||||
|
||||
// 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 copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// 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
|
||||
|
||||
#pragma once |
||||
#include "imgui.h" // IMGUI_IMPL_API |
||||
|
||||
// WebGPU
|
||||
#include <webgpu/webgpu.h> |
||||
|
||||
// cmd_list is the command list that the implementation will use to render imgui draw lists.
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format); |
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); |
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); |
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); |
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); |
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); |
@ -0,0 +1,80 @@ |
||||
#
|
||||
# Makefile to use with emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions.
|
||||
#
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make` will produce two files:
|
||||
# - example_emscripten_wgpu.js
|
||||
# - example_emscripten_wgpu.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
EXE = example_emscripten_wgpu.js
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
EMS += -s USE_GLFW=3 -s USE_WEBGPU=1 -s WASM=1
|
||||
EMS += -s ALLOW_MEMORY_GROWTH=1
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
|
||||
EMS += -s ASSERTIONS=1
|
||||
|
||||
# Emscripten allows preloading a file or folder to be accessible at runtime.
|
||||
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
|
||||
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
|
||||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0) |
||||
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif |
||||
ifeq ($(USE_FILE_SYSTEM), 1) |
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
endif |
||||
|
||||
##---------------------------------------------------------------------
|
||||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS += -I$(IMGUI_DIR)/ -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os
|
||||
CPPFLAGS += $(EMS)
|
||||
LIBS += $(EMS)
|
||||
#LDFLAGS += --shell-file shell_minimal.html
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp |
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp |
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp |
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp |
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE) |
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(EXE): $(OBJS) |
||||
$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
|
||||
|
||||
clean: |
||||
rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre
|
@ -0,0 +1,10 @@ |
||||
|
||||
# How to Build |
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions |
||||
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. |
||||
|
||||
- Then build using `make` while in the `example_emscripten_wgpu/` directory. |
||||
|
||||
- Requires Emscripten 2.0.10 (December 2020) due to GLFW adaptations |
@ -0,0 +1,80 @@ |
||||
<!doctype html> |
||||
<html lang="en-us"> |
||||
<head> |
||||
<meta charset="utf-8"> |
||||
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/> |
||||
<title>Dear ImGui Emscripten example</title> |
||||
<style> |
||||
body { margin: 0; background-color: black } |
||||
.emscripten { |
||||
position: absolute; |
||||
top: 0px; |
||||
left: 0px; |
||||
margin: 0px; |
||||
border: 0; |
||||
width: 100%; |
||||
height: 100%; |
||||
overflow: hidden; |
||||
display: block; |
||||
image-rendering: optimizeSpeed; |
||||
image-rendering: -moz-crisp-edges; |
||||
image-rendering: -o-crisp-edges; |
||||
image-rendering: -webkit-optimize-contrast; |
||||
image-rendering: optimize-contrast; |
||||
image-rendering: crisp-edges; |
||||
image-rendering: pixelated; |
||||
-ms-interpolation-mode: nearest-neighbor; |
||||
} |
||||
</style> |
||||
</head> |
||||
<body> |
||||
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas> |
||||
<script type='text/javascript'> |
||||
var Module; |
||||
(async () => { |
||||
Module = { |
||||
preRun: [], |
||||
postRun: [], |
||||
print: (function() { |
||||
return function(text) { |
||||
text = Array.prototype.slice.call(arguments).join(' '); |
||||
console.log(text); |
||||
}; |
||||
})(), |
||||
printErr: function(text) { |
||||
text = Array.prototype.slice.call(arguments).join(' '); |
||||
console.error(text); |
||||
}, |
||||
canvas: (function() { |
||||
var canvas = document.getElementById('canvas'); |
||||
//canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false); |
||||
return canvas; |
||||
})(), |
||||
setStatus: function(text) { |
||||
console.log("status: " + text); |
||||
}, |
||||
monitorRunDependencies: function(left) { |
||||
// no run dependencies to log |
||||
} |
||||
}; |
||||
window.onerror = function() { |
||||
console.log("onerror: " + event); |
||||
}; |
||||
|
||||
// Initialize the graphics adapter |
||||
{ |
||||
const adapter = await navigator.gpu.requestAdapter(); |
||||
const device = await adapter.requestDevice(); |
||||
Module.preinitializedWebGPUDevice = device; |
||||
} |
||||
|
||||
{ |
||||
const js = document.createElement('script'); |
||||
js.async = true; |
||||
js.src = "example_emscripten_wgpu.js"; |
||||
document.body.appendChild(js); |
||||
} |
||||
})(); |
||||
</script> |
||||
</body> |
||||
</html> |
@ -0,0 +1,257 @@ |
||||
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
|
||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
||||
// 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
|
||||
|
||||
// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
|
||||
// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
|
||||
// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
|
||||
|
||||
#include "imgui.h" |
||||
#include "imgui_impl_glfw.h" |
||||
#include "imgui_impl_wgpu.h" |
||||
#include <stdio.h> |
||||
#include <emscripten.h> |
||||
#include <emscripten/html5.h> |
||||
#include <emscripten/html5_webgpu.h> |
||||
#include <GLFW/glfw3.h> |
||||
#include <webgpu/webgpu.h> |
||||
#include <webgpu/webgpu_cpp.h> |
||||
|
||||
// Global WebGPU required states
|
||||
static WGPUDevice wgpu_device = NULL; |
||||
static WGPUSurface wgpu_surface = NULL; |
||||
static WGPUSwapChain wgpu_swap_chain = NULL; |
||||
|
||||
static int wgpu_swap_chain_width = 0; |
||||
static int wgpu_swap_chain_height = 0; |
||||
|
||||
// States tracked across render frames
|
||||
static bool show_demo_window = true; |
||||
static bool show_another_window = false; |
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
||||
|
||||
// Forward declartions
|
||||
bool init_wgpu(); |
||||
void main_loop(void* window); |
||||
void print_glfw_error(int error, const char* description); |
||||
void print_wgpu_error(WGPUErrorType error_type, const char* message, void*); |
||||
|
||||
int main(int, char**) |
||||
{ |
||||
glfwSetErrorCallback(print_glfw_error); |
||||
if (!glfwInit()) |
||||
return 1; |
||||
|
||||
// Make sure GLFW does not initialize any graphics context.
|
||||
// This needs to be done explicitly later
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); |
||||
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL); |
||||
if (!window) { |
||||
glfwTerminate(); |
||||
return 1; |
||||
} |
||||
|
||||
// Initialize the WebGPU environment
|
||||
if (!init_wgpu()) { |
||||
if (window) |
||||
glfwDestroyWindow(window); |
||||
glfwTerminate(); |
||||
return 1; |
||||
} |
||||
glfwShowWindow(window); |
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION(); |
||||
ImGui::CreateContext(); |
||||
ImGuiIO& io = ImGui::GetIO(); (void)io; |
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = NULL; |
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark(); |
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForVulkan(window, true); |
||||
ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm); |
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS |
||||
io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f); |
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
#endif |
||||
|
||||
// This function will directly return and extit he main function.
|
||||
// Make sure that no required objects get cleaned up.
|
||||
// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
|
||||
emscripten_set_main_loop_arg(main_loop, window, 0, false); |
||||
|
||||
return 0; |
||||
} |
||||
|
||||
bool init_wgpu() |
||||
{ |
||||
wgpu_device = emscripten_webgpu_get_device(); |
||||
if (!wgpu_device) |
||||
return false; |
||||
|
||||
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr); |
||||
|
||||
// Use C++ wrapper due to malbehaviour in Emscripten.
|
||||
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
|
||||
// seem to be inline with struct alignments in the C++ structure
|
||||
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc{}; |
||||
html_surface_desc.selector = "#canvas"; |
||||
|
||||
wgpu::SurfaceDescriptor surface_desc{}; |
||||
surface_desc.nextInChain = &html_surface_desc; |
||||
|
||||
// Use 'null' instance
|
||||
wgpu::Instance instance{}; |
||||
wgpu_surface = instance.CreateSurface(&surface_desc).Release(); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
void main_loop(void* window) |
||||
{ |
||||
glfwPollEvents(); |
||||
|
||||
int width, height; |
||||
glfwGetFramebufferSize((GLFWwindow*) window, &width, &height); |
||||
|
||||
// React to changes in screen size
|
||||
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height) |
||||
{ |
||||
ImGui_ImplWGPU_InvalidateDeviceObjects(); |
||||
|
||||
if (wgpu_swap_chain) |
||||
wgpuSwapChainRelease(wgpu_swap_chain); |
||||
|
||||
wgpu_swap_chain_width = width; |
||||
wgpu_swap_chain_height = height; |
||||
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {}; |
||||
swap_chain_desc.usage = WGPUTextureUsage_OutputAttachment; |
||||
swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm; |
||||
swap_chain_desc.width = width; |
||||
swap_chain_desc.height = height; |
||||
swap_chain_desc.presentMode = WGPUPresentMode_Fifo; |
||||
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc); |
||||
|
||||
ImGui_ImplWGPU_CreateDeviceObjects(); |
||||
} |
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplWGPU_NewFrame(); |
||||
ImGui_ImplGlfw_NewFrame(); |
||||
ImGui::NewFrame(); |
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window) |
||||
ImGui::ShowDemoWindow(&show_demo_window); |
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{ |
||||
static float f = 0.0f; |
||||
static int counter = 0; |
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window); |
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++; |
||||
ImGui::SameLine(); |
||||
ImGui::Text("counter = %d", counter); |
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
||||
ImGui::End(); |
||||
} |
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window) |
||||
{ |
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!"); |
||||
if (ImGui::Button("Close Me")) |
||||
show_another_window = false; |
||||
ImGui::End(); |
||||
} |
||||
|
||||
// Render the generated ImGui frame
|
||||
ImGui::Render(); |
||||
|
||||
WGPURenderPassColorAttachmentDescriptor color_attachments = {}; |
||||
color_attachments.loadOp = WGPULoadOp_Clear; |
||||
color_attachments.storeOp = WGPUStoreOp_Store; |
||||
color_attachments.clearColor = { clear_color.x, clear_color.y, clear_color.z, clear_color.w }; |
||||
color_attachments.attachment = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); |
||||
WGPURenderPassDescriptor render_pass_desc = {}; |
||||
render_pass_desc.colorAttachmentCount = 1; |
||||
render_pass_desc.colorAttachments = &color_attachments; |
||||
render_pass_desc.depthStencilAttachment = nullptr; |
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {}; |
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); |
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc); |
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass); |
||||
wgpuRenderPassEncoderEndPass(pass); |
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {}; |
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); |
||||
WGPUQueue queue = wgpuDeviceGetDefaultQueue(wgpu_device); |
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer); |
||||
} |
||||
|
||||
void print_glfw_error(int error, const char* description) |
||||
{ |
||||
printf("Glfw Error %d: %s\n", error, description); |
||||
} |
||||
|
||||
void print_wgpu_error(WGPUErrorType error_type, const char* message, void*) |
||||
{ |
||||
const char* error_type_lbl = ""; |
||||
switch (error_type) { |
||||
case WGPUErrorType_Validation: |
||||
error_type_lbl = "Validation"; |
||||
break; |
||||
case WGPUErrorType_OutOfMemory: |
||||
error_type_lbl = "Out of memory"; |
||||
break; |
||||
case WGPUErrorType_Unknown: |
||||
error_type_lbl = "Unknown"; |
||||
break; |
||||
case WGPUErrorType_DeviceLost: |
||||
error_type_lbl = "Device lost"; |
||||
break; |
||||
default: |
||||
error_type_lbl = "Unknown"; |
||||
} |
||||
|
||||
printf("%s error: %s\n", error_type_lbl, message); |
||||
} |
Loading…
Reference in New Issue