mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-24 05:19:02 +08:00
799 lines
33 KiB
C++
799 lines
33 KiB
C++
// 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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// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
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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: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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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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// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
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// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
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// 2024-01-22: Fixed pipeline layout leak. (#7245)
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// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
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// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
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// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
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// 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).
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// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
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// 2022-11-24: Fixed validation error with default depth buffer settings.
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// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
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// 2021-08-24: Fixed for latest specs.
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// 2021-05-24: Add support for draw_data->FramebufferScale.
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// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
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// 2021-02-18: Change blending equation to preserve alpha in output buffer.
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// 2021-01-28: Initial version.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_wgpu.h"
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#include <limits.h>
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#include <webgpu/webgpu.h>
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// Dear ImGui prototypes from imgui_internal.h
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extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
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#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
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// WebGPU data
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struct RenderResources
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{
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WGPUTexture FontTexture = nullptr; // Font texture
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WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
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WGPUSampler Sampler = nullptr; // Sampler for the font texture
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WGPUBuffer Uniforms = nullptr; // Shader uniforms
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WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
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ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
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WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
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WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
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};
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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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struct Uniforms
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{
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float MVP[4][4];
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float Gamma;
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};
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struct ImGui_ImplWGPU_Data
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{
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ImGui_ImplWGPU_InitInfo initInfo;
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WGPUDevice wgpuDevice = nullptr;
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WGPUQueue defaultQueue = nullptr;
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WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
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WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
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WGPURenderPipeline pipelineState = nullptr;
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RenderResources renderResources;
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FrameResources* pFrameResources = nullptr;
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unsigned int numFramesInFlight = 0;
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unsigned int frameIndex = UINT_MAX;
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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//-----------------------------------------------------------------------------
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// SHADERS
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//-----------------------------------------------------------------------------
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static const char __shader_vert_wgsl[] = R"(
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) uv: vec2<f32>,
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@location(2) color: vec4<f32>,
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};
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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@location(1) uv: vec2<f32>,
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};
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struct Uniforms {
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mvp: mat4x4<f32>,
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gamma: f32,
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};
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@group(0) @binding(0) var<uniform> uniforms: Uniforms;
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@vertex
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fn main(in: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
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out.color = in.color;
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out.uv = in.uv;
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return out;
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}
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)";
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static const char __shader_frag_wgsl[] = R"(
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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@location(1) uv: vec2<f32>,
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};
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struct Uniforms {
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mvp: mat4x4<f32>,
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gamma: f32,
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};
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@group(0) @binding(0) var<uniform> uniforms: Uniforms;
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@group(0) @binding(1) var s: sampler;
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@group(1) @binding(0) var t: texture_2d<f32>;
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@fragment
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fn main(in: VertexOutput) -> @location(0) vec4<f32> {
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let color = in.color * textureSample(t, s, in.uv);
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let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
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return vec4<f32>(corrected_color, color.a);
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}
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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 = nullptr;
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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 = nullptr;
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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 = nullptr;
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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 = nullptr;
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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 = nullptr;
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}
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static void SafeRelease(WGPUPipelineLayout& res)
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{
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if (res)
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wgpuPipelineLayoutRelease(res);
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res = nullptr;
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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 = nullptr;
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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 = nullptr;
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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 = nullptr;
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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 = nullptr;
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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 = nullptr;
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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.ImageBindGroup);
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SafeRelease(res.ImageBindGroupLayout);
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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(const char* wgsl_source)
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{
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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
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wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
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wgsl_desc.code = wgsl_source;
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WGPUShaderModuleDescriptor desc = {};
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desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
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WGPUProgrammableStageDescriptor stage_desc = {};
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stage_desc.module = wgpuDeviceCreateShaderModule(bd->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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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
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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(bd->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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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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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(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
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float gamma;
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switch (bd->renderTargetFormat)
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{
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case WGPUTextureFormat_ASTC10x10UnormSrgb:
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case WGPUTextureFormat_ASTC10x5UnormSrgb:
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case WGPUTextureFormat_ASTC10x6UnormSrgb:
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case WGPUTextureFormat_ASTC10x8UnormSrgb:
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case WGPUTextureFormat_ASTC12x10UnormSrgb:
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case WGPUTextureFormat_ASTC12x12UnormSrgb:
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case WGPUTextureFormat_ASTC4x4UnormSrgb:
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case WGPUTextureFormat_ASTC5x5UnormSrgb:
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case WGPUTextureFormat_ASTC6x5UnormSrgb:
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case WGPUTextureFormat_ASTC6x6UnormSrgb:
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case WGPUTextureFormat_ASTC8x5UnormSrgb:
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case WGPUTextureFormat_ASTC8x6UnormSrgb:
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case WGPUTextureFormat_ASTC8x8UnormSrgb:
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case WGPUTextureFormat_BC1RGBAUnormSrgb:
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case WGPUTextureFormat_BC2RGBAUnormSrgb:
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case WGPUTextureFormat_BC3RGBAUnormSrgb:
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case WGPUTextureFormat_BC7RGBAUnormSrgb:
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case WGPUTextureFormat_BGRA8UnormSrgb:
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case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
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case WGPUTextureFormat_ETC2RGB8UnormSrgb:
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case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
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case WGPUTextureFormat_RGBA8UnormSrgb:
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gamma = 2.2f;
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break;
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default:
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gamma = 1.0f;
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}
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wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
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}
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// Setup viewport
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wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
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// Bind shader and vertex buffers
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wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
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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, bd->pipelineState);
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wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
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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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wgpuRenderPassEncoderSetBlendConstant(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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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
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return;
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// FIXME: 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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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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bd->frameIndex = bd->frameIndex + 1;
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FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
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// Create and grow vertex/index buffers if needed
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if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (fr->VertexBuffer)
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{
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wgpuBufferDestroy(fr->VertexBuffer);
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wgpuBufferRelease(fr->VertexBuffer);
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}
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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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{
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nullptr,
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"Dear ImGui Vertex buffer",
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
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MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
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false
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};
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fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->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 == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (fr->IndexBuffer)
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{
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wgpuBufferDestroy(fr->IndexBuffer);
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wgpuBufferRelease(fr->IndexBuffer);
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}
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SafeRelease(fr->IndexBufferHost);
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fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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WGPUBufferDescriptor ib_desc =
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{
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nullptr,
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"Dear ImGui Index buffer",
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
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MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
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false
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};
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fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
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if (!fr->IndexBuffer)
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return;
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fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
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}
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// Upload vertex/index data into a single contiguous GPU buffer
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ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
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ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
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int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
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wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
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wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
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// Setup desired render state
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ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_vtx_offset = 0;
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int global_idx_offset = 0;
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ImVec2 clip_scale = draw_data->FramebufferScale;
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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|
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);
|
|
|
|
// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
|
|
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
|
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
|
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
|
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
|
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 = WGPUMipmapFilterMode_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 = bd->initInfo.PipelineMultisampleState;
|
|
|
|
// 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)offsetof(ImDrawVert, pos), 0 },
|
|
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
|
|
{ WGPUVertexFormat_Unorm8x4, (uint64_t)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.stencilFront.failOp = WGPUStencilOperation_Keep;
|
|
depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
|
|
depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
|
|
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
|
|
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
|
|
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
|
|
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
|
|
|
|
// 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(graphics_pipeline_desc.layout);
|
|
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(ImGui_ImplWGPU_InitInfo* init_info)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
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->initInfo = *init_info;
|
|
bd->wgpuDevice = init_info->Device;
|
|
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
|
|
bd->renderTargetFormat = init_info->RenderTargetFormat;
|
|
bd->depthStencilFormat = init_info->DepthStencilFormat;
|
|
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
|
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[bd->numFramesInFlight];
|
|
for (unsigned int i = 0; i < bd->numFramesInFlight; 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();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|