imgui_impl_wgpu.cpp 31 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769
  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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  10. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  11. // CHANGELOG
  12. // (minor and older changes stripped away, please see git history for details)
  13. // 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
  14. // 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
  15. // 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).
  16. // 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
  17. // 2022-11-24: Fixed validation error with default depth buffer settings.
  18. // 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
  19. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  20. // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
  21. // 2021-08-24: Fixed for latest specs.
  22. // 2021-05-24: Add support for draw_data->FramebufferScale.
  23. // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  24. // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
  25. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
  26. // 2021-01-28: Initial version.
  27. #include "imgui.h"
  28. #ifndef IMGUI_DISABLE
  29. #include "imgui_impl_wgpu.h"
  30. #include <limits.h>
  31. #include <webgpu/webgpu.h>
  32. // Dear ImGui prototypes from imgui_internal.h
  33. extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
  34. #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
  35. // WebGPU data
  36. struct RenderResources
  37. {
  38. WGPUTexture FontTexture = nullptr; // Font texture
  39. WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
  40. WGPUSampler Sampler = nullptr; // Sampler for the font texture
  41. WGPUBuffer Uniforms = nullptr; // Shader uniforms
  42. WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
  43. ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
  44. WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
  45. WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
  46. };
  47. struct FrameResources
  48. {
  49. WGPUBuffer IndexBuffer;
  50. WGPUBuffer VertexBuffer;
  51. ImDrawIdx* IndexBufferHost;
  52. ImDrawVert* VertexBufferHost;
  53. int IndexBufferSize;
  54. int VertexBufferSize;
  55. };
  56. struct Uniforms
  57. {
  58. float MVP[4][4];
  59. float Gamma;
  60. };
  61. struct ImGui_ImplWGPU_Data
  62. {
  63. WGPUDevice wgpuDevice = nullptr;
  64. WGPUQueue defaultQueue = nullptr;
  65. WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
  66. WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
  67. WGPURenderPipeline pipelineState = nullptr;
  68. RenderResources renderResources;
  69. FrameResources* pFrameResources = nullptr;
  70. unsigned int numFramesInFlight = 0;
  71. unsigned int frameIndex = UINT_MAX;
  72. };
  73. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  74. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  75. static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
  76. {
  77. return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  78. }
  79. //-----------------------------------------------------------------------------
  80. // SHADERS
  81. //-----------------------------------------------------------------------------
  82. static const char __shader_vert_wgsl[] = R"(
  83. struct VertexInput {
  84. @location(0) position: vec2<f32>,
  85. @location(1) uv: vec2<f32>,
  86. @location(2) color: vec4<f32>,
  87. };
  88. struct VertexOutput {
  89. @builtin(position) position: vec4<f32>,
  90. @location(0) color: vec4<f32>,
  91. @location(1) uv: vec2<f32>,
  92. };
  93. struct Uniforms {
  94. mvp: mat4x4<f32>,
  95. gamma: f32,
  96. };
  97. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  98. @vertex
  99. fn main(in: VertexInput) -> VertexOutput {
  100. var out: VertexOutput;
  101. out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
  102. out.color = in.color;
  103. out.uv = in.uv;
  104. return out;
  105. }
  106. )";
  107. static const char __shader_frag_wgsl[] = R"(
  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. @group(0) @binding(1) var s: sampler;
  119. @group(1) @binding(0) var t: texture_2d<f32>;
  120. @fragment
  121. fn main(in: VertexOutput) -> @location(0) vec4<f32> {
  122. let color = in.color * textureSample(t, s, in.uv);
  123. let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
  124. return vec4<f32>(corrected_color, color.a);
  125. }
  126. )";
  127. static void SafeRelease(ImDrawIdx*& res)
  128. {
  129. if (res)
  130. delete[] res;
  131. res = nullptr;
  132. }
  133. static void SafeRelease(ImDrawVert*& res)
  134. {
  135. if (res)
  136. delete[] res;
  137. res = nullptr;
  138. }
  139. static void SafeRelease(WGPUBindGroupLayout& res)
  140. {
  141. if (res)
  142. wgpuBindGroupLayoutRelease(res);
  143. res = nullptr;
  144. }
  145. static void SafeRelease(WGPUBindGroup& res)
  146. {
  147. if (res)
  148. wgpuBindGroupRelease(res);
  149. res = nullptr;
  150. }
  151. static void SafeRelease(WGPUBuffer& res)
  152. {
  153. if (res)
  154. wgpuBufferRelease(res);
  155. res = nullptr;
  156. }
  157. static void SafeRelease(WGPURenderPipeline& res)
  158. {
  159. if (res)
  160. wgpuRenderPipelineRelease(res);
  161. res = nullptr;
  162. }
  163. static void SafeRelease(WGPUSampler& res)
  164. {
  165. if (res)
  166. wgpuSamplerRelease(res);
  167. res = nullptr;
  168. }
  169. static void SafeRelease(WGPUShaderModule& res)
  170. {
  171. if (res)
  172. wgpuShaderModuleRelease(res);
  173. res = nullptr;
  174. }
  175. static void SafeRelease(WGPUTextureView& res)
  176. {
  177. if (res)
  178. wgpuTextureViewRelease(res);
  179. res = nullptr;
  180. }
  181. static void SafeRelease(WGPUTexture& res)
  182. {
  183. if (res)
  184. wgpuTextureRelease(res);
  185. res = nullptr;
  186. }
  187. static void SafeRelease(RenderResources& res)
  188. {
  189. SafeRelease(res.FontTexture);
  190. SafeRelease(res.FontTextureView);
  191. SafeRelease(res.Sampler);
  192. SafeRelease(res.Uniforms);
  193. SafeRelease(res.CommonBindGroup);
  194. SafeRelease(res.ImageBindGroup);
  195. SafeRelease(res.ImageBindGroupLayout);
  196. };
  197. static void SafeRelease(FrameResources& res)
  198. {
  199. SafeRelease(res.IndexBuffer);
  200. SafeRelease(res.VertexBuffer);
  201. SafeRelease(res.IndexBufferHost);
  202. SafeRelease(res.VertexBufferHost);
  203. }
  204. static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
  205. {
  206. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  207. WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
  208. wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
  209. wgsl_desc.code = wgsl_source;
  210. WGPUShaderModuleDescriptor desc = {};
  211. desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
  212. WGPUProgrammableStageDescriptor stage_desc = {};
  213. stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
  214. stage_desc.entryPoint = "main";
  215. return stage_desc;
  216. }
  217. static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
  218. {
  219. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  220. WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
  221. WGPUBindGroupDescriptor image_bg_descriptor = {};
  222. image_bg_descriptor.layout = layout;
  223. image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
  224. image_bg_descriptor.entries = image_bg_entries;
  225. return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
  226. }
  227. static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
  228. {
  229. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  230. // Setup orthographic projection matrix into our constant buffer
  231. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  232. {
  233. float L = draw_data->DisplayPos.x;
  234. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  235. float T = draw_data->DisplayPos.y;
  236. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  237. float mvp[4][4] =
  238. {
  239. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  240. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  241. { 0.0f, 0.0f, 0.5f, 0.0f },
  242. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  243. };
  244. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
  245. float gamma;
  246. switch (bd->renderTargetFormat)
  247. {
  248. case WGPUTextureFormat_ASTC10x10UnormSrgb:
  249. case WGPUTextureFormat_ASTC10x5UnormSrgb:
  250. case WGPUTextureFormat_ASTC10x6UnormSrgb:
  251. case WGPUTextureFormat_ASTC10x8UnormSrgb:
  252. case WGPUTextureFormat_ASTC12x10UnormSrgb:
  253. case WGPUTextureFormat_ASTC12x12UnormSrgb:
  254. case WGPUTextureFormat_ASTC4x4UnormSrgb:
  255. case WGPUTextureFormat_ASTC5x5UnormSrgb:
  256. case WGPUTextureFormat_ASTC6x5UnormSrgb:
  257. case WGPUTextureFormat_ASTC6x6UnormSrgb:
  258. case WGPUTextureFormat_ASTC8x5UnormSrgb:
  259. case WGPUTextureFormat_ASTC8x6UnormSrgb:
  260. case WGPUTextureFormat_ASTC8x8UnormSrgb:
  261. case WGPUTextureFormat_BC1RGBAUnormSrgb:
  262. case WGPUTextureFormat_BC2RGBAUnormSrgb:
  263. case WGPUTextureFormat_BC3RGBAUnormSrgb:
  264. case WGPUTextureFormat_BC7RGBAUnormSrgb:
  265. case WGPUTextureFormat_BGRA8UnormSrgb:
  266. case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
  267. case WGPUTextureFormat_ETC2RGB8UnormSrgb:
  268. case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
  269. case WGPUTextureFormat_RGBA8UnormSrgb:
  270. gamma = 2.2f;
  271. break;
  272. default:
  273. gamma = 1.0f;
  274. }
  275. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
  276. }
  277. // Setup viewport
  278. wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
  279. // Bind shader and vertex buffers
  280. wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
  281. wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
  282. wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
  283. wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
  284. // Setup blend factor
  285. WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
  286. wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
  287. }
  288. // Render function
  289. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  290. void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
  291. {
  292. // Avoid rendering when minimized
  293. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  294. return;
  295. // FIXME: Assuming that this only gets called once per frame!
  296. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
  297. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  298. bd->frameIndex = bd->frameIndex + 1;
  299. FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
  300. // Create and grow vertex/index buffers if needed
  301. if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
  302. {
  303. if (fr->VertexBuffer)
  304. {
  305. wgpuBufferDestroy(fr->VertexBuffer);
  306. wgpuBufferRelease(fr->VertexBuffer);
  307. }
  308. SafeRelease(fr->VertexBufferHost);
  309. fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  310. WGPUBufferDescriptor vb_desc =
  311. {
  312. nullptr,
  313. "Dear ImGui Vertex buffer",
  314. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
  315. MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
  316. false
  317. };
  318. fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
  319. if (!fr->VertexBuffer)
  320. return;
  321. fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
  322. }
  323. if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
  324. {
  325. if (fr->IndexBuffer)
  326. {
  327. wgpuBufferDestroy(fr->IndexBuffer);
  328. wgpuBufferRelease(fr->IndexBuffer);
  329. }
  330. SafeRelease(fr->IndexBufferHost);
  331. fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  332. WGPUBufferDescriptor ib_desc =
  333. {
  334. nullptr,
  335. "Dear ImGui Index buffer",
  336. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
  337. MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
  338. false
  339. };
  340. fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
  341. if (!fr->IndexBuffer)
  342. return;
  343. fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
  344. }
  345. // Upload vertex/index data into a single contiguous GPU buffer
  346. ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
  347. ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
  348. for (int n = 0; n < draw_data->CmdListsCount; n++)
  349. {
  350. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  351. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  352. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  353. vtx_dst += cmd_list->VtxBuffer.Size;
  354. idx_dst += cmd_list->IdxBuffer.Size;
  355. }
  356. int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
  357. int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
  358. wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
  359. wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
  360. // Setup desired render state
  361. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  362. // Render command lists
  363. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  364. int global_vtx_offset = 0;
  365. int global_idx_offset = 0;
  366. ImVec2 clip_scale = draw_data->FramebufferScale;
  367. ImVec2 clip_off = draw_data->DisplayPos;
  368. for (int n = 0; n < draw_data->CmdListsCount; n++)
  369. {
  370. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  371. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  372. {
  373. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  374. if (pcmd->UserCallback != nullptr)
  375. {
  376. // User callback, registered via ImDrawList::AddCallback()
  377. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  378. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  379. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  380. else
  381. pcmd->UserCallback(cmd_list, pcmd);
  382. }
  383. else
  384. {
  385. // Bind custom texture
  386. ImTextureID tex_id = pcmd->GetTexID();
  387. ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
  388. auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
  389. if (bind_group)
  390. {
  391. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
  392. }
  393. else
  394. {
  395. WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
  396. bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
  397. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
  398. }
  399. // Project scissor/clipping rectangles into framebuffer space
  400. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  401. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  402. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  403. continue;
  404. // Apply scissor/clipping rectangle, Draw
  405. 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));
  406. wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  407. }
  408. }
  409. global_idx_offset += cmd_list->IdxBuffer.Size;
  410. global_vtx_offset += cmd_list->VtxBuffer.Size;
  411. }
  412. }
  413. static void ImGui_ImplWGPU_CreateFontsTexture()
  414. {
  415. // Build texture atlas
  416. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  417. ImGuiIO& io = ImGui::GetIO();
  418. unsigned char* pixels;
  419. int width, height, size_pp;
  420. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
  421. // Upload texture to graphics system
  422. {
  423. WGPUTextureDescriptor tex_desc = {};
  424. tex_desc.label = "Dear ImGui Font Texture";
  425. tex_desc.dimension = WGPUTextureDimension_2D;
  426. tex_desc.size.width = width;
  427. tex_desc.size.height = height;
  428. tex_desc.size.depthOrArrayLayers = 1;
  429. tex_desc.sampleCount = 1;
  430. tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
  431. tex_desc.mipLevelCount = 1;
  432. tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
  433. bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
  434. WGPUTextureViewDescriptor tex_view_desc = {};
  435. tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
  436. tex_view_desc.dimension = WGPUTextureViewDimension_2D;
  437. tex_view_desc.baseMipLevel = 0;
  438. tex_view_desc.mipLevelCount = 1;
  439. tex_view_desc.baseArrayLayer = 0;
  440. tex_view_desc.arrayLayerCount = 1;
  441. tex_view_desc.aspect = WGPUTextureAspect_All;
  442. bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
  443. }
  444. // Upload texture data
  445. {
  446. WGPUImageCopyTexture dst_view = {};
  447. dst_view.texture = bd->renderResources.FontTexture;
  448. dst_view.mipLevel = 0;
  449. dst_view.origin = { 0, 0, 0 };
  450. dst_view.aspect = WGPUTextureAspect_All;
  451. WGPUTextureDataLayout layout = {};
  452. layout.offset = 0;
  453. layout.bytesPerRow = width * size_pp;
  454. layout.rowsPerImage = height;
  455. WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
  456. wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
  457. }
  458. // Create the associated sampler
  459. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  460. {
  461. WGPUSamplerDescriptor sampler_desc = {};
  462. sampler_desc.minFilter = WGPUFilterMode_Linear;
  463. sampler_desc.magFilter = WGPUFilterMode_Linear;
  464. sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
  465. sampler_desc.addressModeU = WGPUAddressMode_Repeat;
  466. sampler_desc.addressModeV = WGPUAddressMode_Repeat;
  467. sampler_desc.addressModeW = WGPUAddressMode_Repeat;
  468. sampler_desc.maxAnisotropy = 1;
  469. bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
  470. }
  471. // Store our identifier
  472. static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
  473. io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
  474. }
  475. static void ImGui_ImplWGPU_CreateUniformBuffer()
  476. {
  477. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  478. WGPUBufferDescriptor ub_desc =
  479. {
  480. nullptr,
  481. "Dear ImGui Uniform buffer",
  482. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
  483. MEMALIGN(sizeof(Uniforms), 16),
  484. false
  485. };
  486. bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
  487. }
  488. bool ImGui_ImplWGPU_CreateDeviceObjects()
  489. {
  490. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  491. if (!bd->wgpuDevice)
  492. return false;
  493. if (bd->pipelineState)
  494. ImGui_ImplWGPU_InvalidateDeviceObjects();
  495. // Create render pipeline
  496. WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
  497. graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
  498. graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
  499. graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
  500. graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
  501. graphics_pipeline_desc.multisample.count = 1;
  502. graphics_pipeline_desc.multisample.mask = UINT_MAX;
  503. graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
  504. // Bind group layouts
  505. WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
  506. common_bg_layout_entries[0].binding = 0;
  507. common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
  508. common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
  509. common_bg_layout_entries[1].binding = 1;
  510. common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
  511. common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
  512. WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
  513. image_bg_layout_entries[0].binding = 0;
  514. image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
  515. image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
  516. image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
  517. WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
  518. common_bg_layout_desc.entryCount = 2;
  519. common_bg_layout_desc.entries = common_bg_layout_entries;
  520. WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
  521. image_bg_layout_desc.entryCount = 1;
  522. image_bg_layout_desc.entries = image_bg_layout_entries;
  523. WGPUBindGroupLayout bg_layouts[2];
  524. bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
  525. bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
  526. WGPUPipelineLayoutDescriptor layout_desc = {};
  527. layout_desc.bindGroupLayoutCount = 2;
  528. layout_desc.bindGroupLayouts = bg_layouts;
  529. graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
  530. // Create the vertex shader
  531. WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
  532. graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
  533. graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
  534. // Vertex input configuration
  535. WGPUVertexAttribute attribute_desc[] =
  536. {
  537. { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
  538. { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
  539. { WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
  540. };
  541. WGPUVertexBufferLayout buffer_layouts[1];
  542. buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
  543. buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
  544. buffer_layouts[0].attributeCount = 3;
  545. buffer_layouts[0].attributes = attribute_desc;
  546. graphics_pipeline_desc.vertex.bufferCount = 1;
  547. graphics_pipeline_desc.vertex.buffers = buffer_layouts;
  548. // Create the pixel shader
  549. WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
  550. // Create the blending setup
  551. WGPUBlendState blend_state = {};
  552. blend_state.alpha.operation = WGPUBlendOperation_Add;
  553. blend_state.alpha.srcFactor = WGPUBlendFactor_One;
  554. blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  555. blend_state.color.operation = WGPUBlendOperation_Add;
  556. blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
  557. blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  558. WGPUColorTargetState color_state = {};
  559. color_state.format = bd->renderTargetFormat;
  560. color_state.blend = &blend_state;
  561. color_state.writeMask = WGPUColorWriteMask_All;
  562. WGPUFragmentState fragment_state = {};
  563. fragment_state.module = pixel_shader_desc.module;
  564. fragment_state.entryPoint = pixel_shader_desc.entryPoint;
  565. fragment_state.targetCount = 1;
  566. fragment_state.targets = &color_state;
  567. graphics_pipeline_desc.fragment = &fragment_state;
  568. // Create depth-stencil State
  569. WGPUDepthStencilState depth_stencil_state = {};
  570. depth_stencil_state.format = bd->depthStencilFormat;
  571. depth_stencil_state.depthWriteEnabled = false;
  572. depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
  573. depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
  574. depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
  575. // Configure disabled depth-stencil state
  576. graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
  577. bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
  578. ImGui_ImplWGPU_CreateFontsTexture();
  579. ImGui_ImplWGPU_CreateUniformBuffer();
  580. // Create resource bind group
  581. WGPUBindGroupEntry common_bg_entries[] =
  582. {
  583. { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
  584. { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
  585. };
  586. WGPUBindGroupDescriptor common_bg_descriptor = {};
  587. common_bg_descriptor.layout = bg_layouts[0];
  588. common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
  589. common_bg_descriptor.entries = common_bg_entries;
  590. bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
  591. WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
  592. bd->renderResources.ImageBindGroup = image_bind_group;
  593. bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
  594. bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
  595. SafeRelease(vertex_shader_desc.module);
  596. SafeRelease(pixel_shader_desc.module);
  597. SafeRelease(bg_layouts[0]);
  598. return true;
  599. }
  600. void ImGui_ImplWGPU_InvalidateDeviceObjects()
  601. {
  602. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  603. if (!bd->wgpuDevice)
  604. return;
  605. SafeRelease(bd->pipelineState);
  606. SafeRelease(bd->renderResources);
  607. ImGuiIO& io = ImGui::GetIO();
  608. io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
  609. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  610. SafeRelease(bd->pFrameResources[i]);
  611. }
  612. bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
  613. {
  614. ImGuiIO& io = ImGui::GetIO();
  615. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  616. // Setup backend capabilities flags
  617. ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
  618. io.BackendRendererUserData = (void*)bd;
  619. io.BackendRendererName = "imgui_impl_webgpu";
  620. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  621. bd->wgpuDevice = device;
  622. bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
  623. bd->renderTargetFormat = rt_format;
  624. bd->depthStencilFormat = depth_format;
  625. bd->numFramesInFlight = num_frames_in_flight;
  626. bd->frameIndex = UINT_MAX;
  627. bd->renderResources.FontTexture = nullptr;
  628. bd->renderResources.FontTextureView = nullptr;
  629. bd->renderResources.Sampler = nullptr;
  630. bd->renderResources.Uniforms = nullptr;
  631. bd->renderResources.CommonBindGroup = nullptr;
  632. bd->renderResources.ImageBindGroups.Data.reserve(100);
  633. bd->renderResources.ImageBindGroup = nullptr;
  634. bd->renderResources.ImageBindGroupLayout = nullptr;
  635. // Create buffers with a default size (they will later be grown as needed)
  636. bd->pFrameResources = new FrameResources[num_frames_in_flight];
  637. for (int i = 0; i < num_frames_in_flight; i++)
  638. {
  639. FrameResources* fr = &bd->pFrameResources[i];
  640. fr->IndexBuffer = nullptr;
  641. fr->VertexBuffer = nullptr;
  642. fr->IndexBufferHost = nullptr;
  643. fr->VertexBufferHost = nullptr;
  644. fr->IndexBufferSize = 10000;
  645. fr->VertexBufferSize = 5000;
  646. }
  647. return true;
  648. }
  649. void ImGui_ImplWGPU_Shutdown()
  650. {
  651. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  652. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  653. ImGuiIO& io = ImGui::GetIO();
  654. ImGui_ImplWGPU_InvalidateDeviceObjects();
  655. delete[] bd->pFrameResources;
  656. bd->pFrameResources = nullptr;
  657. wgpuQueueRelease(bd->defaultQueue);
  658. bd->wgpuDevice = nullptr;
  659. bd->numFramesInFlight = 0;
  660. bd->frameIndex = UINT_MAX;
  661. io.BackendRendererName = nullptr;
  662. io.BackendRendererUserData = nullptr;
  663. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  664. IM_DELETE(bd);
  665. }
  666. void ImGui_ImplWGPU_NewFrame()
  667. {
  668. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  669. if (!bd->pipelineState)
  670. ImGui_ImplWGPU_CreateDeviceObjects();
  671. }
  672. //-----------------------------------------------------------------------------
  673. #endif // #ifndef IMGUI_DISABLE