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							763 lines
						
					
					
						
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				| // 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: Large meshes support (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) | |
| //  2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V. | |
| //  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(). | |
| //  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. | |
| //  2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). | |
| //  2021-08-24: Fixed 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); | |
| #define MEMALIGN(_SIZE,_ALIGN)        (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1))    // Memory align (copied from IM_ALIGN() macro). | |
|  | |
| // WebGPU data | |
| struct RenderResources | |
| { | |
|     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 | |
| }; | |
| 
 | |
| struct FrameResources | |
| { | |
|     WGPUBuffer  IndexBuffer; | |
|     WGPUBuffer  VertexBuffer; | |
|     ImDrawIdx*  IndexBufferHost; | |
|     ImDrawVert* VertexBufferHost; | |
|     int         IndexBufferSize; | |
|     int         VertexBufferSize; | |
| }; | |
| 
 | |
| struct Uniforms | |
| { | |
|     float MVP[4][4]; | |
|     float Gamma; | |
| }; | |
| 
 | |
| 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 | |
| //----------------------------------------------------------------------------- | |
|  | |
| static const char __shader_vert_wgsl[] = R"( | |
| struct VertexInput { | |
|     @location(0) position: vec2<f32>, | |
|     @location(1) uv: vec2<f32>, | |
|     @location(2) color: vec4<f32>, | |
| }; | |
| 
 | |
| struct VertexOutput { | |
|     @builtin(position) position: vec4<f32>, | |
|     @location(0) color: vec4<f32>, | |
|     @location(1) uv: vec2<f32>, | |
| }; | |
| 
 | |
| struct Uniforms { | |
|     mvp: mat4x4<f32>, | |
|     gamma: f32, | |
| }; | |
| 
 | |
| @group(0) @binding(0) var<uniform> uniforms: Uniforms; | |
| 
 | |
| @vertex | |
| fn main(in: VertexInput) -> VertexOutput { | |
|     var out: VertexOutput; | |
|     out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0); | |
|     out.color = in.color; | |
|     out.uv = in.uv; | |
|     return out; | |
| } | |
| )"; | |
| 
 | |
| static const char __shader_frag_wgsl[] = R"( | |
| struct VertexOutput { | |
|     @builtin(position) position: vec4<f32>, | |
|     @location(0) color: vec4<f32>, | |
|     @location(1) uv: vec2<f32>, | |
| }; | |
| 
 | |
| struct Uniforms { | |
|     mvp: mat4x4<f32>, | |
|     gamma: f32, | |
| }; | |
| 
 | |
| @group(0) @binding(0) var<uniform> uniforms: Uniforms; | |
| @group(0) @binding(1) var s: sampler; | |
| @group(1) @binding(0) var t: texture_2d<f32>; | |
| 
 | |
| @fragment | |
| fn main(in: VertexOutput) -> @location(0) vec4<f32> { | |
|     let color = in.color * textureSample(t, s, in.uv); | |
|     let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma)); | |
|     return vec4<f32>(corrected_color, color.a); | |
| } | |
| )"; | |
| 
 | |
| static void SafeRelease(ImDrawIdx*& res) | |
| { | |
|     if (res) | |
|         delete[] res; | |
|     res = nullptr; | |
| } | |
| static void SafeRelease(ImDrawVert*& res) | |
| { | |
|     if (res) | |
|         delete[] res; | |
|     res = nullptr; | |
| } | |
| static void SafeRelease(WGPUBindGroupLayout& res) | |
| { | |
|     if (res) | |
|         wgpuBindGroupLayoutRelease(res); | |
|     res = nullptr; | |
| } | |
| static void SafeRelease(WGPUBindGroup& res) | |
| { | |
|     if (res) | |
|         wgpuBindGroupRelease(res); | |
|     res = nullptr; | |
| } | |
| static void SafeRelease(WGPUBuffer& res) | |
| { | |
|     if (res) | |
|         wgpuBufferRelease(res); | |
|     res = nullptr; | |
| } | |
| static void SafeRelease(WGPURenderPipeline& res) | |
| { | |
|     if (res) | |
|         wgpuRenderPipelineRelease(res); | |
|     res = nullptr; | |
| } | |
| static void SafeRelease(WGPUSampler& res) | |
| { | |
|     if (res) | |
|         wgpuSamplerRelease(res); | |
|     res = nullptr; | |
| } | |
| static void SafeRelease(WGPUShaderModule& res) | |
| { | |
|     if (res) | |
|         wgpuShaderModuleRelease(res); | |
|     res = nullptr; | |
| } | |
| static void SafeRelease(WGPUTextureView& res) | |
| { | |
|     if (res) | |
|         wgpuTextureViewRelease(res); | |
|     res = nullptr; | |
| } | |
| static void SafeRelease(WGPUTexture& res) | |
| { | |
|     if (res) | |
|         wgpuTextureRelease(res); | |
|     res = nullptr; | |
| } | |
| 
 | |
| 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(const char* wgsl_source) | |
| { | |
|     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | |
| 
 | |
|     WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; | |
|     wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; | |
|     wgsl_desc.source = wgsl_source; | |
| 
 | |
|     WGPUShaderModuleDescriptor desc = {}; | |
|     desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc); | |
| 
 | |
|     WGPUProgrammableStageDescriptor stage_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(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). | |
|     { | |
|         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(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP)); | |
|         float gamma; | |
|         switch (bd->renderTargetFormat) | |
|         { | |
|         case WGPUTextureFormat_ASTC10x10UnormSrgb: | |
|         case WGPUTextureFormat_ASTC10x5UnormSrgb: | |
|         case WGPUTextureFormat_ASTC10x6UnormSrgb: | |
|         case WGPUTextureFormat_ASTC10x8UnormSrgb: | |
|         case WGPUTextureFormat_ASTC12x10UnormSrgb: | |
|         case WGPUTextureFormat_ASTC12x12UnormSrgb: | |
|         case WGPUTextureFormat_ASTC4x4UnormSrgb: | |
|         case WGPUTextureFormat_ASTC5x5UnormSrgb: | |
|         case WGPUTextureFormat_ASTC6x5UnormSrgb: | |
|         case WGPUTextureFormat_ASTC6x6UnormSrgb: | |
|         case WGPUTextureFormat_ASTC8x5UnormSrgb: | |
|         case WGPUTextureFormat_ASTC8x6UnormSrgb: | |
|         case WGPUTextureFormat_ASTC8x8UnormSrgb: | |
|         case WGPUTextureFormat_BC1RGBAUnormSrgb: | |
|         case WGPUTextureFormat_BC2RGBAUnormSrgb: | |
|         case WGPUTextureFormat_BC3RGBAUnormSrgb: | |
|         case WGPUTextureFormat_BC7RGBAUnormSrgb: | |
|         case WGPUTextureFormat_BGRA8UnormSrgb: | |
|         case WGPUTextureFormat_ETC2RGB8A1UnormSrgb: | |
|         case WGPUTextureFormat_ETC2RGB8UnormSrgb: | |
|         case WGPUTextureFormat_ETC2RGBA8UnormSrgb: | |
|         case WGPUTextureFormat_RGBA8UnormSrgb: | |
|             gamma = 2.2f; | |
|             break; | |
|         default: | |
|             gamma = 1.0f; | |
|         } | |
|         wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma)); | |
|     } | |
| 
 | |
|     // 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, bd->pipelineState); | |
|     wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr); | |
| 
 | |
|     // 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. | |
|     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) | |
|     { | |
|         if (fr->VertexBuffer) | |
|         { | |
|             wgpuBufferDestroy(fr->VertexBuffer); | |
|             wgpuBufferRelease(fr->VertexBuffer); | |
|         } | |
|         SafeRelease(fr->VertexBufferHost); | |
|         fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; | |
| 
 | |
|         WGPUBufferDescriptor vb_desc = | |
|         { | |
|             nullptr, | |
|             "Dear ImGui Vertex buffer", | |
|             WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, | |
|             MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), | |
|             false | |
|         }; | |
|         fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc); | |
|         if (!fr->VertexBuffer) | |
|             return; | |
| 
 | |
|         fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; | |
|     } | |
|     if (fr->IndexBuffer == nullptr || 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 = | |
|         { | |
|             nullptr, | |
|             "Dear ImGui Index buffer", | |
|             WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, | |
|             MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), | |
|             false | |
|         }; | |
|         fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->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 = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); | |
|     int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); | |
|     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); | |
| 
 | |
|     // 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 != nullptr) | |
|             { | |
|                 // 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 = 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(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); | |
|                 } | |
| 
 | |
|                 // 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 | |
|     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | |
|     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; | |
|         bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->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; | |
|         bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc); | |
|     } | |
| 
 | |
|     // Upload texture data | |
|     { | |
|         WGPUImageCopyTexture dst_view = {}; | |
|         dst_view.texture = bd->renderResources.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(bd->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; | |
|         bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); | |
|     } | |
| 
 | |
|     // Store our identifier | |
|     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, | |
|         "Dear ImGui Uniform buffer", | |
|         WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, | |
|         MEMALIGN(sizeof(Uniforms), 16), | |
|         false | |
|     }; | |
|     bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc); | |
| } | |
| 
 | |
| bool ImGui_ImplWGPU_CreateDeviceObjects() | |
| { | |
|     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | |
|     if (!bd->wgpuDevice) | |
|         return false; | |
|     if (bd->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; | |
| 
 | |
|     // Bind group layouts | |
|     WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; | |
|     common_bg_layout_entries[0].binding = 0; | |
|     common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; | |
|     common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform; | |
|     common_bg_layout_entries[1].binding = 1; | |
|     common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment; | |
|     common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering; | |
| 
 | |
|     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].texture.sampleType = WGPUTextureSampleType_Float; | |
|     image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D; | |
| 
 | |
|     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(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(bd->wgpuDevice, &layout_desc); | |
| 
 | |
|     // Create the vertex shader | |
|     WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl); | |
|     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(__shader_frag_wgsl); | |
| 
 | |
|     // 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 = bd->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.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 = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr :  &depth_stencil_state; | |
| 
 | |
|     bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc); | |
| 
 | |
|     ImGui_ImplWGPU_CreateFontsTexture(); | |
|     ImGui_ImplWGPU_CreateUniformBuffer(); | |
| 
 | |
|     // Create resource bind group | |
|     WGPUBindGroupEntry common_bg_entries[] = | |
|     { | |
|         { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 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; | |
|     bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); | |
| 
 | |
|     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); | |
|     SafeRelease(bg_layouts[0]); | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void ImGui_ImplWGPU_InvalidateDeviceObjects() | |
| { | |
|     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | |
|     if (!bd->wgpuDevice) | |
|         return; | |
| 
 | |
|     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 < bd->numFramesInFlight; i++) | |
|         SafeRelease(bd->pFrameResources[i]); | |
| } | |
| 
 | |
| bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format) | |
| { | |
|     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. | |
|  | |
|     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; | |
| 
 | |
|     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 = &bd->pFrameResources[i]; | |
|         fr->IndexBuffer = nullptr; | |
|         fr->VertexBuffer = nullptr; | |
|         fr->IndexBufferHost = nullptr; | |
|         fr->VertexBufferHost = nullptr; | |
|         fr->IndexBufferSize = 10000; | |
|         fr->VertexBufferSize = 5000; | |
|     } | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| 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[] bd->pFrameResources; | |
|     bd->pFrameResources = nullptr; | |
|     wgpuQueueRelease(bd->defaultQueue); | |
|     bd->wgpuDevice = nullptr; | |
|     bd->numFramesInFlight = 0; | |
|     bd->frameIndex = UINT_MAX; | |
| 
 | |
|     io.BackendRendererName = nullptr; | |
|     io.BackendRendererUserData = nullptr; | |
|     io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; | |
|     IM_DELETE(bd); | |
| } | |
| 
 | |
| void ImGui_ImplWGPU_NewFrame() | |
| { | |
|     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | |
|     if (!bd->pipelineState) | |
|         ImGui_ImplWGPU_CreateDeviceObjects(); | |
| }
 | |
| 
 |