imgui_impl_wgpu.cpp 34 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. // 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
  17. // 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
  18. // 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
  19. // 2024-01-22: Fixed pipeline layout leak. (#7245)
  20. // 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
  21. // 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
  22. // 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
  23. // 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).
  24. // 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
  25. // 2022-11-24: Fixed validation error with default depth buffer settings.
  26. // 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
  27. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  28. // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
  29. // 2021-08-24: Fixed for latest specs.
  30. // 2021-05-24: Add support for draw_data->FramebufferScale.
  31. // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  32. // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
  33. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
  34. // 2021-01-28: Initial version.
  35. // When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  36. // or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
  37. #ifndef __EMSCRIPTEN__
  38. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  39. #error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
  40. #endif
  41. #else
  42. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  43. #error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
  44. #endif
  45. #endif
  46. #include "imgui.h"
  47. #ifndef IMGUI_DISABLE
  48. #include "imgui_impl_wgpu.h"
  49. #include <limits.h>
  50. #include <webgpu/webgpu.h>
  51. // Dear ImGui prototypes from imgui_internal.h
  52. extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
  53. #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
  54. // WebGPU data
  55. struct RenderResources
  56. {
  57. WGPUTexture FontTexture = nullptr; // Font texture
  58. WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
  59. WGPUSampler Sampler = nullptr; // Sampler for the font texture
  60. WGPUBuffer Uniforms = nullptr; // Shader uniforms
  61. WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
  62. ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
  63. WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
  64. WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
  65. };
  66. struct FrameResources
  67. {
  68. WGPUBuffer IndexBuffer;
  69. WGPUBuffer VertexBuffer;
  70. ImDrawIdx* IndexBufferHost;
  71. ImDrawVert* VertexBufferHost;
  72. int IndexBufferSize;
  73. int VertexBufferSize;
  74. };
  75. struct Uniforms
  76. {
  77. float MVP[4][4];
  78. float Gamma;
  79. };
  80. struct ImGui_ImplWGPU_Data
  81. {
  82. ImGui_ImplWGPU_InitInfo initInfo;
  83. WGPUDevice wgpuDevice = nullptr;
  84. WGPUQueue defaultQueue = nullptr;
  85. WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
  86. WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
  87. WGPURenderPipeline pipelineState = nullptr;
  88. RenderResources renderResources;
  89. FrameResources* pFrameResources = nullptr;
  90. unsigned int numFramesInFlight = 0;
  91. unsigned int frameIndex = UINT_MAX;
  92. };
  93. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  94. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  95. static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
  96. {
  97. return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  98. }
  99. //-----------------------------------------------------------------------------
  100. // SHADERS
  101. //-----------------------------------------------------------------------------
  102. static const char __shader_vert_wgsl[] = R"(
  103. struct VertexInput {
  104. @location(0) position: vec2<f32>,
  105. @location(1) uv: vec2<f32>,
  106. @location(2) color: vec4<f32>,
  107. };
  108. struct VertexOutput {
  109. @builtin(position) position: vec4<f32>,
  110. @location(0) color: vec4<f32>,
  111. @location(1) uv: vec2<f32>,
  112. };
  113. struct Uniforms {
  114. mvp: mat4x4<f32>,
  115. gamma: f32,
  116. };
  117. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  118. @vertex
  119. fn main(in: VertexInput) -> VertexOutput {
  120. var out: VertexOutput;
  121. out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
  122. out.color = in.color;
  123. out.uv = in.uv;
  124. return out;
  125. }
  126. )";
  127. static const char __shader_frag_wgsl[] = R"(
  128. struct VertexOutput {
  129. @builtin(position) position: vec4<f32>,
  130. @location(0) color: vec4<f32>,
  131. @location(1) uv: vec2<f32>,
  132. };
  133. struct Uniforms {
  134. mvp: mat4x4<f32>,
  135. gamma: f32,
  136. };
  137. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  138. @group(0) @binding(1) var s: sampler;
  139. @group(1) @binding(0) var t: texture_2d<f32>;
  140. @fragment
  141. fn main(in: VertexOutput) -> @location(0) vec4<f32> {
  142. let color = in.color * textureSample(t, s, in.uv);
  143. let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
  144. return vec4<f32>(corrected_color, color.a);
  145. }
  146. )";
  147. static void SafeRelease(ImDrawIdx*& res)
  148. {
  149. if (res)
  150. delete[] res;
  151. res = nullptr;
  152. }
  153. static void SafeRelease(ImDrawVert*& res)
  154. {
  155. if (res)
  156. delete[] res;
  157. res = nullptr;
  158. }
  159. static void SafeRelease(WGPUBindGroupLayout& res)
  160. {
  161. if (res)
  162. wgpuBindGroupLayoutRelease(res);
  163. res = nullptr;
  164. }
  165. static void SafeRelease(WGPUBindGroup& res)
  166. {
  167. if (res)
  168. wgpuBindGroupRelease(res);
  169. res = nullptr;
  170. }
  171. static void SafeRelease(WGPUBuffer& res)
  172. {
  173. if (res)
  174. wgpuBufferRelease(res);
  175. res = nullptr;
  176. }
  177. static void SafeRelease(WGPUPipelineLayout& res)
  178. {
  179. if (res)
  180. wgpuPipelineLayoutRelease(res);
  181. res = nullptr;
  182. }
  183. static void SafeRelease(WGPURenderPipeline& res)
  184. {
  185. if (res)
  186. wgpuRenderPipelineRelease(res);
  187. res = nullptr;
  188. }
  189. static void SafeRelease(WGPUSampler& res)
  190. {
  191. if (res)
  192. wgpuSamplerRelease(res);
  193. res = nullptr;
  194. }
  195. static void SafeRelease(WGPUShaderModule& res)
  196. {
  197. if (res)
  198. wgpuShaderModuleRelease(res);
  199. res = nullptr;
  200. }
  201. static void SafeRelease(WGPUTextureView& res)
  202. {
  203. if (res)
  204. wgpuTextureViewRelease(res);
  205. res = nullptr;
  206. }
  207. static void SafeRelease(WGPUTexture& res)
  208. {
  209. if (res)
  210. wgpuTextureRelease(res);
  211. res = nullptr;
  212. }
  213. static void SafeRelease(RenderResources& res)
  214. {
  215. SafeRelease(res.FontTexture);
  216. SafeRelease(res.FontTextureView);
  217. SafeRelease(res.Sampler);
  218. SafeRelease(res.Uniforms);
  219. SafeRelease(res.CommonBindGroup);
  220. SafeRelease(res.ImageBindGroup);
  221. SafeRelease(res.ImageBindGroupLayout);
  222. };
  223. static void SafeRelease(FrameResources& res)
  224. {
  225. SafeRelease(res.IndexBuffer);
  226. SafeRelease(res.VertexBuffer);
  227. SafeRelease(res.IndexBufferHost);
  228. SafeRelease(res.VertexBufferHost);
  229. }
  230. static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
  231. {
  232. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  233. WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
  234. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  235. wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
  236. #else
  237. wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
  238. #endif
  239. wgsl_desc.code = wgsl_source;
  240. WGPUShaderModuleDescriptor desc = {};
  241. desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
  242. WGPUProgrammableStageDescriptor stage_desc = {};
  243. stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
  244. stage_desc.entryPoint = "main";
  245. return stage_desc;
  246. }
  247. static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
  248. {
  249. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  250. WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
  251. WGPUBindGroupDescriptor image_bg_descriptor = {};
  252. image_bg_descriptor.layout = layout;
  253. image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
  254. image_bg_descriptor.entries = image_bg_entries;
  255. return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
  256. }
  257. static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
  258. {
  259. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  260. // Setup orthographic projection matrix into our constant buffer
  261. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  262. {
  263. float L = draw_data->DisplayPos.x;
  264. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  265. float T = draw_data->DisplayPos.y;
  266. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  267. float mvp[4][4] =
  268. {
  269. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  270. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  271. { 0.0f, 0.0f, 0.5f, 0.0f },
  272. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  273. };
  274. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
  275. float gamma;
  276. switch (bd->renderTargetFormat)
  277. {
  278. case WGPUTextureFormat_ASTC10x10UnormSrgb:
  279. case WGPUTextureFormat_ASTC10x5UnormSrgb:
  280. case WGPUTextureFormat_ASTC10x6UnormSrgb:
  281. case WGPUTextureFormat_ASTC10x8UnormSrgb:
  282. case WGPUTextureFormat_ASTC12x10UnormSrgb:
  283. case WGPUTextureFormat_ASTC12x12UnormSrgb:
  284. case WGPUTextureFormat_ASTC4x4UnormSrgb:
  285. case WGPUTextureFormat_ASTC5x5UnormSrgb:
  286. case WGPUTextureFormat_ASTC6x5UnormSrgb:
  287. case WGPUTextureFormat_ASTC6x6UnormSrgb:
  288. case WGPUTextureFormat_ASTC8x5UnormSrgb:
  289. case WGPUTextureFormat_ASTC8x6UnormSrgb:
  290. case WGPUTextureFormat_ASTC8x8UnormSrgb:
  291. case WGPUTextureFormat_BC1RGBAUnormSrgb:
  292. case WGPUTextureFormat_BC2RGBAUnormSrgb:
  293. case WGPUTextureFormat_BC3RGBAUnormSrgb:
  294. case WGPUTextureFormat_BC7RGBAUnormSrgb:
  295. case WGPUTextureFormat_BGRA8UnormSrgb:
  296. case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
  297. case WGPUTextureFormat_ETC2RGB8UnormSrgb:
  298. case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
  299. case WGPUTextureFormat_RGBA8UnormSrgb:
  300. gamma = 2.2f;
  301. break;
  302. default:
  303. gamma = 1.0f;
  304. }
  305. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
  306. }
  307. // Setup viewport
  308. wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
  309. // Bind shader and vertex buffers
  310. wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
  311. wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
  312. wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
  313. wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
  314. // Setup blend factor
  315. WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
  316. wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
  317. }
  318. // Render function
  319. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  320. void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
  321. {
  322. // Avoid rendering when minimized
  323. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  324. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  325. if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
  326. return;
  327. // FIXME: Assuming that this only gets called once per frame!
  328. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
  329. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  330. bd->frameIndex = bd->frameIndex + 1;
  331. FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
  332. // Create and grow vertex/index buffers if needed
  333. if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
  334. {
  335. if (fr->VertexBuffer)
  336. {
  337. wgpuBufferDestroy(fr->VertexBuffer);
  338. wgpuBufferRelease(fr->VertexBuffer);
  339. }
  340. SafeRelease(fr->VertexBufferHost);
  341. fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  342. WGPUBufferDescriptor vb_desc =
  343. {
  344. nullptr,
  345. "Dear ImGui Vertex buffer",
  346. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
  347. MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
  348. false
  349. };
  350. fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
  351. if (!fr->VertexBuffer)
  352. return;
  353. fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
  354. }
  355. if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
  356. {
  357. if (fr->IndexBuffer)
  358. {
  359. wgpuBufferDestroy(fr->IndexBuffer);
  360. wgpuBufferRelease(fr->IndexBuffer);
  361. }
  362. SafeRelease(fr->IndexBufferHost);
  363. fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  364. WGPUBufferDescriptor ib_desc =
  365. {
  366. nullptr,
  367. "Dear ImGui Index buffer",
  368. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
  369. MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
  370. false
  371. };
  372. fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
  373. if (!fr->IndexBuffer)
  374. return;
  375. fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
  376. }
  377. // Upload vertex/index data into a single contiguous GPU buffer
  378. ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
  379. ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
  380. for (int n = 0; n < draw_data->CmdListsCount; n++)
  381. {
  382. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  383. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  384. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  385. vtx_dst += cmd_list->VtxBuffer.Size;
  386. idx_dst += cmd_list->IdxBuffer.Size;
  387. }
  388. int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
  389. int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
  390. wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
  391. wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
  392. // Setup desired render state
  393. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  394. // Render command lists
  395. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  396. int global_vtx_offset = 0;
  397. int global_idx_offset = 0;
  398. ImVec2 clip_scale = draw_data->FramebufferScale;
  399. ImVec2 clip_off = draw_data->DisplayPos;
  400. for (int n = 0; n < draw_data->CmdListsCount; n++)
  401. {
  402. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  403. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  404. {
  405. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  406. if (pcmd->UserCallback != nullptr)
  407. {
  408. // User callback, registered via ImDrawList::AddCallback()
  409. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  410. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  411. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  412. else
  413. pcmd->UserCallback(cmd_list, pcmd);
  414. }
  415. else
  416. {
  417. // Bind custom texture
  418. ImTextureID tex_id = pcmd->GetTexID();
  419. ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
  420. auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
  421. if (bind_group)
  422. {
  423. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
  424. }
  425. else
  426. {
  427. WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
  428. bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
  429. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
  430. }
  431. // Project scissor/clipping rectangles into framebuffer space
  432. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  433. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  434. // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
  435. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  436. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  437. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  438. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  439. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  440. continue;
  441. // Apply scissor/clipping rectangle, Draw
  442. 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));
  443. wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  444. }
  445. }
  446. global_idx_offset += cmd_list->IdxBuffer.Size;
  447. global_vtx_offset += cmd_list->VtxBuffer.Size;
  448. }
  449. }
  450. static void ImGui_ImplWGPU_CreateFontsTexture()
  451. {
  452. // Build texture atlas
  453. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  454. ImGuiIO& io = ImGui::GetIO();
  455. unsigned char* pixels;
  456. int width, height, size_pp;
  457. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
  458. // Upload texture to graphics system
  459. {
  460. WGPUTextureDescriptor tex_desc = {};
  461. tex_desc.label = "Dear ImGui Font Texture";
  462. tex_desc.dimension = WGPUTextureDimension_2D;
  463. tex_desc.size.width = width;
  464. tex_desc.size.height = height;
  465. tex_desc.size.depthOrArrayLayers = 1;
  466. tex_desc.sampleCount = 1;
  467. tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
  468. tex_desc.mipLevelCount = 1;
  469. tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
  470. bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
  471. WGPUTextureViewDescriptor tex_view_desc = {};
  472. tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
  473. tex_view_desc.dimension = WGPUTextureViewDimension_2D;
  474. tex_view_desc.baseMipLevel = 0;
  475. tex_view_desc.mipLevelCount = 1;
  476. tex_view_desc.baseArrayLayer = 0;
  477. tex_view_desc.arrayLayerCount = 1;
  478. tex_view_desc.aspect = WGPUTextureAspect_All;
  479. bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
  480. }
  481. // Upload texture data
  482. {
  483. WGPUImageCopyTexture dst_view = {};
  484. dst_view.texture = bd->renderResources.FontTexture;
  485. dst_view.mipLevel = 0;
  486. dst_view.origin = { 0, 0, 0 };
  487. dst_view.aspect = WGPUTextureAspect_All;
  488. WGPUTextureDataLayout layout = {};
  489. layout.offset = 0;
  490. layout.bytesPerRow = width * size_pp;
  491. layout.rowsPerImage = height;
  492. WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
  493. wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
  494. }
  495. // Create the associated sampler
  496. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  497. {
  498. WGPUSamplerDescriptor sampler_desc = {};
  499. sampler_desc.minFilter = WGPUFilterMode_Linear;
  500. sampler_desc.magFilter = WGPUFilterMode_Linear;
  501. sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
  502. sampler_desc.addressModeU = WGPUAddressMode_Repeat;
  503. sampler_desc.addressModeV = WGPUAddressMode_Repeat;
  504. sampler_desc.addressModeW = WGPUAddressMode_Repeat;
  505. sampler_desc.maxAnisotropy = 1;
  506. bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
  507. }
  508. // Store our identifier
  509. static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
  510. io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
  511. }
  512. static void ImGui_ImplWGPU_CreateUniformBuffer()
  513. {
  514. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  515. WGPUBufferDescriptor ub_desc =
  516. {
  517. nullptr,
  518. "Dear ImGui Uniform buffer",
  519. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
  520. MEMALIGN(sizeof(Uniforms), 16),
  521. false
  522. };
  523. bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
  524. }
  525. bool ImGui_ImplWGPU_CreateDeviceObjects()
  526. {
  527. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  528. if (!bd->wgpuDevice)
  529. return false;
  530. if (bd->pipelineState)
  531. ImGui_ImplWGPU_InvalidateDeviceObjects();
  532. // Create render pipeline
  533. WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
  534. graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
  535. graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
  536. graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
  537. graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
  538. graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
  539. // Bind group layouts
  540. WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
  541. common_bg_layout_entries[0].binding = 0;
  542. common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
  543. common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
  544. common_bg_layout_entries[1].binding = 1;
  545. common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
  546. common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
  547. WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
  548. image_bg_layout_entries[0].binding = 0;
  549. image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
  550. image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
  551. image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
  552. WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
  553. common_bg_layout_desc.entryCount = 2;
  554. common_bg_layout_desc.entries = common_bg_layout_entries;
  555. WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
  556. image_bg_layout_desc.entryCount = 1;
  557. image_bg_layout_desc.entries = image_bg_layout_entries;
  558. WGPUBindGroupLayout bg_layouts[2];
  559. bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
  560. bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
  561. WGPUPipelineLayoutDescriptor layout_desc = {};
  562. layout_desc.bindGroupLayoutCount = 2;
  563. layout_desc.bindGroupLayouts = bg_layouts;
  564. graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
  565. // Create the vertex shader
  566. WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
  567. graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
  568. graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
  569. // Vertex input configuration
  570. WGPUVertexAttribute attribute_desc[] =
  571. {
  572. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
  573. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
  574. { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
  575. };
  576. WGPUVertexBufferLayout buffer_layouts[1];
  577. buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
  578. buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
  579. buffer_layouts[0].attributeCount = 3;
  580. buffer_layouts[0].attributes = attribute_desc;
  581. graphics_pipeline_desc.vertex.bufferCount = 1;
  582. graphics_pipeline_desc.vertex.buffers = buffer_layouts;
  583. // Create the pixel shader
  584. WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
  585. // Create the blending setup
  586. WGPUBlendState blend_state = {};
  587. blend_state.alpha.operation = WGPUBlendOperation_Add;
  588. blend_state.alpha.srcFactor = WGPUBlendFactor_One;
  589. blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  590. blend_state.color.operation = WGPUBlendOperation_Add;
  591. blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
  592. blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  593. WGPUColorTargetState color_state = {};
  594. color_state.format = bd->renderTargetFormat;
  595. color_state.blend = &blend_state;
  596. color_state.writeMask = WGPUColorWriteMask_All;
  597. WGPUFragmentState fragment_state = {};
  598. fragment_state.module = pixel_shader_desc.module;
  599. fragment_state.entryPoint = pixel_shader_desc.entryPoint;
  600. fragment_state.targetCount = 1;
  601. fragment_state.targets = &color_state;
  602. graphics_pipeline_desc.fragment = &fragment_state;
  603. // Create depth-stencil State
  604. WGPUDepthStencilState depth_stencil_state = {};
  605. depth_stencil_state.format = bd->depthStencilFormat;
  606. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  607. depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
  608. #else
  609. depth_stencil_state.depthWriteEnabled = false;
  610. #endif
  611. depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
  612. depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
  613. depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
  614. depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
  615. depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
  616. depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
  617. depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
  618. depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
  619. depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
  620. // Configure disabled depth-stencil state
  621. graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
  622. bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
  623. ImGui_ImplWGPU_CreateFontsTexture();
  624. ImGui_ImplWGPU_CreateUniformBuffer();
  625. // Create resource bind group
  626. WGPUBindGroupEntry common_bg_entries[] =
  627. {
  628. { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
  629. { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
  630. };
  631. WGPUBindGroupDescriptor common_bg_descriptor = {};
  632. common_bg_descriptor.layout = bg_layouts[0];
  633. common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
  634. common_bg_descriptor.entries = common_bg_entries;
  635. bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
  636. WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
  637. bd->renderResources.ImageBindGroup = image_bind_group;
  638. bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
  639. bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
  640. SafeRelease(vertex_shader_desc.module);
  641. SafeRelease(pixel_shader_desc.module);
  642. SafeRelease(graphics_pipeline_desc.layout);
  643. SafeRelease(bg_layouts[0]);
  644. return true;
  645. }
  646. void ImGui_ImplWGPU_InvalidateDeviceObjects()
  647. {
  648. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  649. if (!bd->wgpuDevice)
  650. return;
  651. SafeRelease(bd->pipelineState);
  652. SafeRelease(bd->renderResources);
  653. ImGuiIO& io = ImGui::GetIO();
  654. io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
  655. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  656. SafeRelease(bd->pFrameResources[i]);
  657. }
  658. bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
  659. {
  660. ImGuiIO& io = ImGui::GetIO();
  661. IMGUI_CHECKVERSION();
  662. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  663. // Setup backend capabilities flags
  664. ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
  665. io.BackendRendererUserData = (void*)bd;
  666. #if defined(__EMSCRIPTEN__)
  667. io.BackendRendererName = "imgui_impl_webgpu_emscripten";
  668. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
  669. io.BackendRendererName = "imgui_impl_webgpu_dawn";
  670. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  671. io.BackendRendererName = "imgui_impl_webgpu_wgpu";
  672. #else
  673. io.BackendRendererName = "imgui_impl_webgpu";
  674. #endif
  675. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  676. bd->initInfo = *init_info;
  677. bd->wgpuDevice = init_info->Device;
  678. bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
  679. bd->renderTargetFormat = init_info->RenderTargetFormat;
  680. bd->depthStencilFormat = init_info->DepthStencilFormat;
  681. bd->numFramesInFlight = init_info->NumFramesInFlight;
  682. bd->frameIndex = UINT_MAX;
  683. bd->renderResources.FontTexture = nullptr;
  684. bd->renderResources.FontTextureView = nullptr;
  685. bd->renderResources.Sampler = nullptr;
  686. bd->renderResources.Uniforms = nullptr;
  687. bd->renderResources.CommonBindGroup = nullptr;
  688. bd->renderResources.ImageBindGroups.Data.reserve(100);
  689. bd->renderResources.ImageBindGroup = nullptr;
  690. bd->renderResources.ImageBindGroupLayout = nullptr;
  691. // Create buffers with a default size (they will later be grown as needed)
  692. bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
  693. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  694. {
  695. FrameResources* fr = &bd->pFrameResources[i];
  696. fr->IndexBuffer = nullptr;
  697. fr->VertexBuffer = nullptr;
  698. fr->IndexBufferHost = nullptr;
  699. fr->VertexBufferHost = nullptr;
  700. fr->IndexBufferSize = 10000;
  701. fr->VertexBufferSize = 5000;
  702. }
  703. return true;
  704. }
  705. void ImGui_ImplWGPU_Shutdown()
  706. {
  707. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  708. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  709. ImGuiIO& io = ImGui::GetIO();
  710. ImGui_ImplWGPU_InvalidateDeviceObjects();
  711. delete[] bd->pFrameResources;
  712. bd->pFrameResources = nullptr;
  713. wgpuQueueRelease(bd->defaultQueue);
  714. bd->wgpuDevice = nullptr;
  715. bd->numFramesInFlight = 0;
  716. bd->frameIndex = UINT_MAX;
  717. io.BackendRendererName = nullptr;
  718. io.BackendRendererUserData = nullptr;
  719. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  720. IM_DELETE(bd);
  721. }
  722. void ImGui_ImplWGPU_NewFrame()
  723. {
  724. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  725. if (!bd->pipelineState)
  726. ImGui_ImplWGPU_CreateDeviceObjects();
  727. }
  728. //-----------------------------------------------------------------------------
  729. #endif // #ifndef IMGUI_DISABLE