imgui_impl_wgpu.cpp 33 KB

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