imgui_impl_wgpu.cpp 32 KB

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  1. // dear imgui: Renderer for WebGPU
  2. // This needs to be used along with a Platform Binding (e.g. GLFW)
  3. // (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
  4. // Implemented features:
  5. // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
  6. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  7. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  8. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  9. // Learn about Dear ImGui:
  10. // - FAQ https://dearimgui.com/faq
  11. // - Getting Started https://dearimgui.com/getting-started
  12. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  13. // - Introduction, links and more at the top of imgui.cpp
  14. // CHANGELOG
  15. // (minor and older changes stripped away, please see git history for details)
  16. // 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
  17. // 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
  18. // 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
  19. // 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).
  20. // 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
  21. // 2022-11-24: Fixed validation error with default depth buffer settings.
  22. // 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
  23. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  24. // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
  25. // 2021-08-24: Fixed for latest specs.
  26. // 2021-05-24: Add support for draw_data->FramebufferScale.
  27. // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  28. // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
  29. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
  30. // 2021-01-28: Initial version.
  31. #include "imgui.h"
  32. #ifndef IMGUI_DISABLE
  33. #include "imgui_impl_wgpu.h"
  34. #include <limits.h>
  35. #include <webgpu/webgpu.h>
  36. // Dear ImGui prototypes from imgui_internal.h
  37. extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
  38. #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
  39. // WebGPU data
  40. struct RenderResources
  41. {
  42. WGPUTexture FontTexture = nullptr; // Font texture
  43. WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
  44. WGPUSampler Sampler = nullptr; // Sampler for the font texture
  45. WGPUBuffer Uniforms = nullptr; // Shader uniforms
  46. WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
  47. ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
  48. WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
  49. WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
  50. };
  51. struct FrameResources
  52. {
  53. WGPUBuffer IndexBuffer;
  54. WGPUBuffer VertexBuffer;
  55. ImDrawIdx* IndexBufferHost;
  56. ImDrawVert* VertexBufferHost;
  57. int IndexBufferSize;
  58. int VertexBufferSize;
  59. };
  60. struct Uniforms
  61. {
  62. float MVP[4][4];
  63. float Gamma;
  64. };
  65. struct ImGui_ImplWGPU_Data
  66. {
  67. WGPUDevice wgpuDevice = nullptr;
  68. WGPUQueue defaultQueue = nullptr;
  69. WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
  70. WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
  71. WGPURenderPipeline pipelineState = nullptr;
  72. RenderResources renderResources;
  73. FrameResources* pFrameResources = nullptr;
  74. unsigned int numFramesInFlight = 0;
  75. unsigned int frameIndex = UINT_MAX;
  76. };
  77. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  78. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  79. static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
  80. {
  81. return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  82. }
  83. //-----------------------------------------------------------------------------
  84. // SHADERS
  85. //-----------------------------------------------------------------------------
  86. static const char __shader_vert_wgsl[] = R"(
  87. struct VertexInput {
  88. @location(0) position: vec2<f32>,
  89. @location(1) uv: vec2<f32>,
  90. @location(2) color: vec4<f32>,
  91. };
  92. struct VertexOutput {
  93. @builtin(position) position: vec4<f32>,
  94. @location(0) color: vec4<f32>,
  95. @location(1) uv: vec2<f32>,
  96. };
  97. struct Uniforms {
  98. mvp: mat4x4<f32>,
  99. gamma: f32,
  100. };
  101. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  102. @vertex
  103. fn main(in: VertexInput) -> VertexOutput {
  104. var out: VertexOutput;
  105. out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
  106. out.color = in.color;
  107. out.uv = in.uv;
  108. return out;
  109. }
  110. )";
  111. static const char __shader_frag_wgsl[] = R"(
  112. struct VertexOutput {
  113. @builtin(position) position: vec4<f32>,
  114. @location(0) color: vec4<f32>,
  115. @location(1) uv: vec2<f32>,
  116. };
  117. struct Uniforms {
  118. mvp: mat4x4<f32>,
  119. gamma: f32,
  120. };
  121. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  122. @group(0) @binding(1) var s: sampler;
  123. @group(1) @binding(0) var t: texture_2d<f32>;
  124. @fragment
  125. fn main(in: VertexOutput) -> @location(0) vec4<f32> {
  126. let color = in.color * textureSample(t, s, in.uv);
  127. let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
  128. return vec4<f32>(corrected_color, color.a);
  129. }
  130. )";
  131. static void SafeRelease(ImDrawIdx*& res)
  132. {
  133. if (res)
  134. delete[] res;
  135. res = nullptr;
  136. }
  137. static void SafeRelease(ImDrawVert*& res)
  138. {
  139. if (res)
  140. delete[] res;
  141. res = nullptr;
  142. }
  143. static void SafeRelease(WGPUBindGroupLayout& res)
  144. {
  145. if (res)
  146. wgpuBindGroupLayoutRelease(res);
  147. res = nullptr;
  148. }
  149. static void SafeRelease(WGPUBindGroup& res)
  150. {
  151. if (res)
  152. wgpuBindGroupRelease(res);
  153. res = nullptr;
  154. }
  155. static void SafeRelease(WGPUBuffer& res)
  156. {
  157. if (res)
  158. wgpuBufferRelease(res);
  159. res = nullptr;
  160. }
  161. static void SafeRelease(WGPURenderPipeline& res)
  162. {
  163. if (res)
  164. wgpuRenderPipelineRelease(res);
  165. res = nullptr;
  166. }
  167. static void SafeRelease(WGPUSampler& res)
  168. {
  169. if (res)
  170. wgpuSamplerRelease(res);
  171. res = nullptr;
  172. }
  173. static void SafeRelease(WGPUShaderModule& res)
  174. {
  175. if (res)
  176. wgpuShaderModuleRelease(res);
  177. res = nullptr;
  178. }
  179. static void SafeRelease(WGPUTextureView& res)
  180. {
  181. if (res)
  182. wgpuTextureViewRelease(res);
  183. res = nullptr;
  184. }
  185. static void SafeRelease(WGPUTexture& res)
  186. {
  187. if (res)
  188. wgpuTextureRelease(res);
  189. res = nullptr;
  190. }
  191. static void SafeRelease(RenderResources& res)
  192. {
  193. SafeRelease(res.FontTexture);
  194. SafeRelease(res.FontTextureView);
  195. SafeRelease(res.Sampler);
  196. SafeRelease(res.Uniforms);
  197. SafeRelease(res.CommonBindGroup);
  198. SafeRelease(res.ImageBindGroup);
  199. SafeRelease(res.ImageBindGroupLayout);
  200. };
  201. static void SafeRelease(FrameResources& res)
  202. {
  203. SafeRelease(res.IndexBuffer);
  204. SafeRelease(res.VertexBuffer);
  205. SafeRelease(res.IndexBufferHost);
  206. SafeRelease(res.VertexBufferHost);
  207. }
  208. static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
  209. {
  210. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  211. WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
  212. wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
  213. wgsl_desc.code = wgsl_source;
  214. WGPUShaderModuleDescriptor desc = {};
  215. desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
  216. WGPUProgrammableStageDescriptor stage_desc = {};
  217. stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
  218. stage_desc.entryPoint = "main";
  219. return stage_desc;
  220. }
  221. static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
  222. {
  223. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  224. WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
  225. WGPUBindGroupDescriptor image_bg_descriptor = {};
  226. image_bg_descriptor.layout = layout;
  227. image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
  228. image_bg_descriptor.entries = image_bg_entries;
  229. return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
  230. }
  231. static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
  232. {
  233. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  234. // Setup orthographic projection matrix into our constant buffer
  235. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  236. {
  237. float L = draw_data->DisplayPos.x;
  238. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  239. float T = draw_data->DisplayPos.y;
  240. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  241. float mvp[4][4] =
  242. {
  243. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  244. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  245. { 0.0f, 0.0f, 0.5f, 0.0f },
  246. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  247. };
  248. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
  249. float gamma;
  250. switch (bd->renderTargetFormat)
  251. {
  252. case WGPUTextureFormat_ASTC10x10UnormSrgb:
  253. case WGPUTextureFormat_ASTC10x5UnormSrgb:
  254. case WGPUTextureFormat_ASTC10x6UnormSrgb:
  255. case WGPUTextureFormat_ASTC10x8UnormSrgb:
  256. case WGPUTextureFormat_ASTC12x10UnormSrgb:
  257. case WGPUTextureFormat_ASTC12x12UnormSrgb:
  258. case WGPUTextureFormat_ASTC4x4UnormSrgb:
  259. case WGPUTextureFormat_ASTC5x5UnormSrgb:
  260. case WGPUTextureFormat_ASTC6x5UnormSrgb:
  261. case WGPUTextureFormat_ASTC6x6UnormSrgb:
  262. case WGPUTextureFormat_ASTC8x5UnormSrgb:
  263. case WGPUTextureFormat_ASTC8x6UnormSrgb:
  264. case WGPUTextureFormat_ASTC8x8UnormSrgb:
  265. case WGPUTextureFormat_BC1RGBAUnormSrgb:
  266. case WGPUTextureFormat_BC2RGBAUnormSrgb:
  267. case WGPUTextureFormat_BC3RGBAUnormSrgb:
  268. case WGPUTextureFormat_BC7RGBAUnormSrgb:
  269. case WGPUTextureFormat_BGRA8UnormSrgb:
  270. case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
  271. case WGPUTextureFormat_ETC2RGB8UnormSrgb:
  272. case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
  273. case WGPUTextureFormat_RGBA8UnormSrgb:
  274. gamma = 2.2f;
  275. break;
  276. default:
  277. gamma = 1.0f;
  278. }
  279. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
  280. }
  281. // Setup viewport
  282. wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
  283. // Bind shader and vertex buffers
  284. wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
  285. wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
  286. wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
  287. wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
  288. // Setup blend factor
  289. WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
  290. wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
  291. }
  292. // Render function
  293. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  294. void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
  295. {
  296. // Avoid rendering when minimized
  297. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  298. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  299. if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
  300. return;
  301. // FIXME: Assuming that this only gets called once per frame!
  302. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
  303. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  304. bd->frameIndex = bd->frameIndex + 1;
  305. FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
  306. // Create and grow vertex/index buffers if needed
  307. if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
  308. {
  309. if (fr->VertexBuffer)
  310. {
  311. wgpuBufferDestroy(fr->VertexBuffer);
  312. wgpuBufferRelease(fr->VertexBuffer);
  313. }
  314. SafeRelease(fr->VertexBufferHost);
  315. fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  316. WGPUBufferDescriptor vb_desc =
  317. {
  318. nullptr,
  319. "Dear ImGui Vertex buffer",
  320. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
  321. MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
  322. false
  323. };
  324. fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
  325. if (!fr->VertexBuffer)
  326. return;
  327. fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
  328. }
  329. if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
  330. {
  331. if (fr->IndexBuffer)
  332. {
  333. wgpuBufferDestroy(fr->IndexBuffer);
  334. wgpuBufferRelease(fr->IndexBuffer);
  335. }
  336. SafeRelease(fr->IndexBufferHost);
  337. fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  338. WGPUBufferDescriptor ib_desc =
  339. {
  340. nullptr,
  341. "Dear ImGui Index buffer",
  342. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
  343. MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
  344. false
  345. };
  346. fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
  347. if (!fr->IndexBuffer)
  348. return;
  349. fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
  350. }
  351. // Upload vertex/index data into a single contiguous GPU buffer
  352. ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
  353. ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
  354. for (int n = 0; n < draw_data->CmdListsCount; n++)
  355. {
  356. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  357. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  358. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  359. vtx_dst += cmd_list->VtxBuffer.Size;
  360. idx_dst += cmd_list->IdxBuffer.Size;
  361. }
  362. int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
  363. int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
  364. wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
  365. wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
  366. // Setup desired render state
  367. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  368. // Render command lists
  369. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  370. int global_vtx_offset = 0;
  371. int global_idx_offset = 0;
  372. ImVec2 clip_scale = draw_data->FramebufferScale;
  373. ImVec2 clip_off = draw_data->DisplayPos;
  374. for (int n = 0; n < draw_data->CmdListsCount; n++)
  375. {
  376. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  377. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  378. {
  379. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  380. if (pcmd->UserCallback != nullptr)
  381. {
  382. // User callback, registered via ImDrawList::AddCallback()
  383. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  384. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  385. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  386. else
  387. pcmd->UserCallback(cmd_list, pcmd);
  388. }
  389. else
  390. {
  391. // Bind custom texture
  392. ImTextureID tex_id = pcmd->GetTexID();
  393. ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
  394. auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
  395. if (bind_group)
  396. {
  397. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
  398. }
  399. else
  400. {
  401. WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
  402. bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
  403. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
  404. }
  405. // Project scissor/clipping rectangles into framebuffer space
  406. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  407. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  408. // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
  409. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  410. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  411. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  412. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  413. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  414. continue;
  415. // Apply scissor/clipping rectangle, Draw
  416. 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));
  417. wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  418. }
  419. }
  420. global_idx_offset += cmd_list->IdxBuffer.Size;
  421. global_vtx_offset += cmd_list->VtxBuffer.Size;
  422. }
  423. }
  424. static void ImGui_ImplWGPU_CreateFontsTexture()
  425. {
  426. // Build texture atlas
  427. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  428. ImGuiIO& io = ImGui::GetIO();
  429. unsigned char* pixels;
  430. int width, height, size_pp;
  431. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
  432. // Upload texture to graphics system
  433. {
  434. WGPUTextureDescriptor tex_desc = {};
  435. tex_desc.label = "Dear ImGui Font Texture";
  436. tex_desc.dimension = WGPUTextureDimension_2D;
  437. tex_desc.size.width = width;
  438. tex_desc.size.height = height;
  439. tex_desc.size.depthOrArrayLayers = 1;
  440. tex_desc.sampleCount = 1;
  441. tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
  442. tex_desc.mipLevelCount = 1;
  443. tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
  444. bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
  445. WGPUTextureViewDescriptor tex_view_desc = {};
  446. tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
  447. tex_view_desc.dimension = WGPUTextureViewDimension_2D;
  448. tex_view_desc.baseMipLevel = 0;
  449. tex_view_desc.mipLevelCount = 1;
  450. tex_view_desc.baseArrayLayer = 0;
  451. tex_view_desc.arrayLayerCount = 1;
  452. tex_view_desc.aspect = WGPUTextureAspect_All;
  453. bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
  454. }
  455. // Upload texture data
  456. {
  457. WGPUImageCopyTexture dst_view = {};
  458. dst_view.texture = bd->renderResources.FontTexture;
  459. dst_view.mipLevel = 0;
  460. dst_view.origin = { 0, 0, 0 };
  461. dst_view.aspect = WGPUTextureAspect_All;
  462. WGPUTextureDataLayout layout = {};
  463. layout.offset = 0;
  464. layout.bytesPerRow = width * size_pp;
  465. layout.rowsPerImage = height;
  466. WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
  467. wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
  468. }
  469. // Create the associated sampler
  470. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  471. {
  472. WGPUSamplerDescriptor sampler_desc = {};
  473. sampler_desc.minFilter = WGPUFilterMode_Linear;
  474. sampler_desc.magFilter = WGPUFilterMode_Linear;
  475. sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
  476. sampler_desc.addressModeU = WGPUAddressMode_Repeat;
  477. sampler_desc.addressModeV = WGPUAddressMode_Repeat;
  478. sampler_desc.addressModeW = WGPUAddressMode_Repeat;
  479. sampler_desc.maxAnisotropy = 1;
  480. bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
  481. }
  482. // Store our identifier
  483. static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
  484. io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
  485. }
  486. static void ImGui_ImplWGPU_CreateUniformBuffer()
  487. {
  488. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  489. WGPUBufferDescriptor ub_desc =
  490. {
  491. nullptr,
  492. "Dear ImGui Uniform buffer",
  493. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
  494. MEMALIGN(sizeof(Uniforms), 16),
  495. false
  496. };
  497. bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
  498. }
  499. bool ImGui_ImplWGPU_CreateDeviceObjects()
  500. {
  501. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  502. if (!bd->wgpuDevice)
  503. return false;
  504. if (bd->pipelineState)
  505. ImGui_ImplWGPU_InvalidateDeviceObjects();
  506. // Create render pipeline
  507. WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
  508. graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
  509. graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
  510. graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
  511. graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
  512. graphics_pipeline_desc.multisample.count = 1;
  513. graphics_pipeline_desc.multisample.mask = UINT_MAX;
  514. graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
  515. // Bind group layouts
  516. WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
  517. common_bg_layout_entries[0].binding = 0;
  518. common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
  519. common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
  520. common_bg_layout_entries[1].binding = 1;
  521. common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
  522. common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
  523. WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
  524. image_bg_layout_entries[0].binding = 0;
  525. image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
  526. image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
  527. image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
  528. WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
  529. common_bg_layout_desc.entryCount = 2;
  530. common_bg_layout_desc.entries = common_bg_layout_entries;
  531. WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
  532. image_bg_layout_desc.entryCount = 1;
  533. image_bg_layout_desc.entries = image_bg_layout_entries;
  534. WGPUBindGroupLayout bg_layouts[2];
  535. bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
  536. bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
  537. WGPUPipelineLayoutDescriptor layout_desc = {};
  538. layout_desc.bindGroupLayoutCount = 2;
  539. layout_desc.bindGroupLayouts = bg_layouts;
  540. graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
  541. // Create the vertex shader
  542. WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
  543. graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
  544. graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
  545. // Vertex input configuration
  546. WGPUVertexAttribute attribute_desc[] =
  547. {
  548. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
  549. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
  550. { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
  551. };
  552. WGPUVertexBufferLayout buffer_layouts[1];
  553. buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
  554. buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
  555. buffer_layouts[0].attributeCount = 3;
  556. buffer_layouts[0].attributes = attribute_desc;
  557. graphics_pipeline_desc.vertex.bufferCount = 1;
  558. graphics_pipeline_desc.vertex.buffers = buffer_layouts;
  559. // Create the pixel shader
  560. WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
  561. // Create the blending setup
  562. WGPUBlendState blend_state = {};
  563. blend_state.alpha.operation = WGPUBlendOperation_Add;
  564. blend_state.alpha.srcFactor = WGPUBlendFactor_One;
  565. blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  566. blend_state.color.operation = WGPUBlendOperation_Add;
  567. blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
  568. blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  569. WGPUColorTargetState color_state = {};
  570. color_state.format = bd->renderTargetFormat;
  571. color_state.blend = &blend_state;
  572. color_state.writeMask = WGPUColorWriteMask_All;
  573. WGPUFragmentState fragment_state = {};
  574. fragment_state.module = pixel_shader_desc.module;
  575. fragment_state.entryPoint = pixel_shader_desc.entryPoint;
  576. fragment_state.targetCount = 1;
  577. fragment_state.targets = &color_state;
  578. graphics_pipeline_desc.fragment = &fragment_state;
  579. // Create depth-stencil State
  580. WGPUDepthStencilState depth_stencil_state = {};
  581. depth_stencil_state.format = bd->depthStencilFormat;
  582. depth_stencil_state.depthWriteEnabled = false;
  583. depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
  584. depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
  585. depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
  586. depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
  587. depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
  588. depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
  589. depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
  590. depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
  591. depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
  592. // Configure disabled depth-stencil state
  593. graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
  594. bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
  595. ImGui_ImplWGPU_CreateFontsTexture();
  596. ImGui_ImplWGPU_CreateUniformBuffer();
  597. // Create resource bind group
  598. WGPUBindGroupEntry common_bg_entries[] =
  599. {
  600. { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
  601. { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
  602. };
  603. WGPUBindGroupDescriptor common_bg_descriptor = {};
  604. common_bg_descriptor.layout = bg_layouts[0];
  605. common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
  606. common_bg_descriptor.entries = common_bg_entries;
  607. bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
  608. WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
  609. bd->renderResources.ImageBindGroup = image_bind_group;
  610. bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
  611. bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
  612. SafeRelease(vertex_shader_desc.module);
  613. SafeRelease(pixel_shader_desc.module);
  614. SafeRelease(bg_layouts[0]);
  615. return true;
  616. }
  617. void ImGui_ImplWGPU_InvalidateDeviceObjects()
  618. {
  619. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  620. if (!bd->wgpuDevice)
  621. return;
  622. SafeRelease(bd->pipelineState);
  623. SafeRelease(bd->renderResources);
  624. ImGuiIO& io = ImGui::GetIO();
  625. io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
  626. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  627. SafeRelease(bd->pFrameResources[i]);
  628. }
  629. bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
  630. {
  631. ImGuiIO& io = ImGui::GetIO();
  632. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  633. // Setup backend capabilities flags
  634. ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
  635. io.BackendRendererUserData = (void*)bd;
  636. io.BackendRendererName = "imgui_impl_webgpu";
  637. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  638. bd->wgpuDevice = device;
  639. bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
  640. bd->renderTargetFormat = rt_format;
  641. bd->depthStencilFormat = depth_format;
  642. bd->numFramesInFlight = num_frames_in_flight;
  643. bd->frameIndex = UINT_MAX;
  644. bd->renderResources.FontTexture = nullptr;
  645. bd->renderResources.FontTextureView = nullptr;
  646. bd->renderResources.Sampler = nullptr;
  647. bd->renderResources.Uniforms = nullptr;
  648. bd->renderResources.CommonBindGroup = nullptr;
  649. bd->renderResources.ImageBindGroups.Data.reserve(100);
  650. bd->renderResources.ImageBindGroup = nullptr;
  651. bd->renderResources.ImageBindGroupLayout = nullptr;
  652. // Create buffers with a default size (they will later be grown as needed)
  653. bd->pFrameResources = new FrameResources[num_frames_in_flight];
  654. for (int i = 0; i < num_frames_in_flight; i++)
  655. {
  656. FrameResources* fr = &bd->pFrameResources[i];
  657. fr->IndexBuffer = nullptr;
  658. fr->VertexBuffer = nullptr;
  659. fr->IndexBufferHost = nullptr;
  660. fr->VertexBufferHost = nullptr;
  661. fr->IndexBufferSize = 10000;
  662. fr->VertexBufferSize = 5000;
  663. }
  664. return true;
  665. }
  666. void ImGui_ImplWGPU_Shutdown()
  667. {
  668. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  669. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  670. ImGuiIO& io = ImGui::GetIO();
  671. ImGui_ImplWGPU_InvalidateDeviceObjects();
  672. delete[] bd->pFrameResources;
  673. bd->pFrameResources = nullptr;
  674. wgpuQueueRelease(bd->defaultQueue);
  675. bd->wgpuDevice = nullptr;
  676. bd->numFramesInFlight = 0;
  677. bd->frameIndex = UINT_MAX;
  678. io.BackendRendererName = nullptr;
  679. io.BackendRendererUserData = nullptr;
  680. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  681. IM_DELETE(bd);
  682. }
  683. void ImGui_ImplWGPU_NewFrame()
  684. {
  685. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  686. if (!bd->pipelineState)
  687. ImGui_ImplWGPU_CreateDeviceObjects();
  688. }
  689. //-----------------------------------------------------------------------------
  690. #endif // #ifndef IMGUI_DISABLE