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