imgui_impl_wgpu.cpp 34 KB

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  1. // dear imgui: Renderer for WebGPU
  2. // This needs to be used along with a Platform Binding (e.g. GLFW)
  3. // (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
  4. // Implemented features:
  5. // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
  6. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  7. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  8. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  9. // Learn about Dear ImGui:
  10. // - FAQ https://dearimgui.com/faq
  11. // - Getting Started https://dearimgui.com/getting-started
  12. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  13. // - Introduction, links and more at the top of imgui.cpp
  14. // CHANGELOG
  15. // (minor and older changes stripped away, please see git history for details)
  16. // 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
  17. // 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
  18. // 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
  19. // 2024-01-22: Fixed pipeline layout leak. (#7245)
  20. // 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
  21. // 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
  22. // 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
  23. // 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  24. // 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
  25. // 2022-11-24: Fixed validation error with default depth buffer settings.
  26. // 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
  27. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  28. // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
  29. // 2021-08-24: Fixed for latest specs.
  30. // 2021-05-24: Add support for draw_data->FramebufferScale.
  31. // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  32. // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
  33. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
  34. // 2021-01-28: Initial version.
  35. // When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  36. // or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
  37. #ifndef __EMSCRIPTEN__
  38. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  39. #error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
  40. #endif
  41. #else
  42. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  43. #error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
  44. #endif
  45. #endif
  46. #include "imgui.h"
  47. #ifndef IMGUI_DISABLE
  48. #include "imgui_impl_wgpu.h"
  49. #include <limits.h>
  50. #include <webgpu/webgpu.h>
  51. // Dear ImGui prototypes from imgui_internal.h
  52. extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
  53. #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
  54. // WebGPU data
  55. struct RenderResources
  56. {
  57. WGPUTexture FontTexture = nullptr; // Font texture
  58. WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
  59. WGPUSampler Sampler = nullptr; // Sampler for the font texture
  60. WGPUBuffer Uniforms = nullptr; // Shader uniforms
  61. WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
  62. ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
  63. WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
  64. WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
  65. };
  66. struct FrameResources
  67. {
  68. WGPUBuffer IndexBuffer;
  69. WGPUBuffer VertexBuffer;
  70. ImDrawIdx* IndexBufferHost;
  71. ImDrawVert* VertexBufferHost;
  72. int IndexBufferSize;
  73. int VertexBufferSize;
  74. };
  75. struct Uniforms
  76. {
  77. float MVP[4][4];
  78. float Gamma;
  79. };
  80. struct ImGui_ImplWGPU_Data
  81. {
  82. ImGui_ImplWGPU_InitInfo initInfo;
  83. WGPUDevice wgpuDevice = nullptr;
  84. WGPUQueue defaultQueue = nullptr;
  85. WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
  86. WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
  87. WGPURenderPipeline pipelineState = nullptr;
  88. RenderResources renderResources;
  89. FrameResources* pFrameResources = nullptr;
  90. unsigned int numFramesInFlight = 0;
  91. unsigned int frameIndex = UINT_MAX;
  92. };
  93. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  94. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  95. static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
  96. {
  97. return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  98. }
  99. //-----------------------------------------------------------------------------
  100. // SHADERS
  101. //-----------------------------------------------------------------------------
  102. static const char __shader_vert_wgsl[] = R"(
  103. struct VertexInput {
  104. @location(0) position: vec2<f32>,
  105. @location(1) uv: vec2<f32>,
  106. @location(2) color: vec4<f32>,
  107. };
  108. struct VertexOutput {
  109. @builtin(position) position: vec4<f32>,
  110. @location(0) color: vec4<f32>,
  111. @location(1) uv: vec2<f32>,
  112. };
  113. struct Uniforms {
  114. mvp: mat4x4<f32>,
  115. gamma: f32,
  116. };
  117. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  118. @vertex
  119. fn main(in: VertexInput) -> VertexOutput {
  120. var out: VertexOutput;
  121. out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
  122. out.color = in.color;
  123. out.uv = in.uv;
  124. return out;
  125. }
  126. )";
  127. static const char __shader_frag_wgsl[] = R"(
  128. struct VertexOutput {
  129. @builtin(position) position: vec4<f32>,
  130. @location(0) color: vec4<f32>,
  131. @location(1) uv: vec2<f32>,
  132. };
  133. struct Uniforms {
  134. mvp: mat4x4<f32>,
  135. gamma: f32,
  136. };
  137. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  138. @group(0) @binding(1) var s: sampler;
  139. @group(1) @binding(0) var t: texture_2d<f32>;
  140. @fragment
  141. fn main(in: VertexOutput) -> @location(0) vec4<f32> {
  142. let color = in.color * textureSample(t, s, in.uv);
  143. let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
  144. return vec4<f32>(corrected_color, color.a);
  145. }
  146. )";
  147. static void SafeRelease(ImDrawIdx*& res)
  148. {
  149. if (res)
  150. delete[] res;
  151. res = nullptr;
  152. }
  153. static void SafeRelease(ImDrawVert*& res)
  154. {
  155. if (res)
  156. delete[] res;
  157. res = nullptr;
  158. }
  159. static void SafeRelease(WGPUBindGroupLayout& res)
  160. {
  161. if (res)
  162. wgpuBindGroupLayoutRelease(res);
  163. res = nullptr;
  164. }
  165. static void SafeRelease(WGPUBindGroup& res)
  166. {
  167. if (res)
  168. wgpuBindGroupRelease(res);
  169. res = nullptr;
  170. }
  171. static void SafeRelease(WGPUBuffer& res)
  172. {
  173. if (res)
  174. wgpuBufferRelease(res);
  175. res = nullptr;
  176. }
  177. static void SafeRelease(WGPUPipelineLayout& res)
  178. {
  179. if (res)
  180. wgpuPipelineLayoutRelease(res);
  181. res = nullptr;
  182. }
  183. static void SafeRelease(WGPURenderPipeline& res)
  184. {
  185. if (res)
  186. wgpuRenderPipelineRelease(res);
  187. res = nullptr;
  188. }
  189. static void SafeRelease(WGPUSampler& res)
  190. {
  191. if (res)
  192. wgpuSamplerRelease(res);
  193. res = nullptr;
  194. }
  195. static void SafeRelease(WGPUShaderModule& res)
  196. {
  197. if (res)
  198. wgpuShaderModuleRelease(res);
  199. res = nullptr;
  200. }
  201. static void SafeRelease(WGPUTextureView& res)
  202. {
  203. if (res)
  204. wgpuTextureViewRelease(res);
  205. res = nullptr;
  206. }
  207. static void SafeRelease(WGPUTexture& res)
  208. {
  209. if (res)
  210. wgpuTextureRelease(res);
  211. res = nullptr;
  212. }
  213. static void SafeRelease(RenderResources& res)
  214. {
  215. SafeRelease(res.FontTexture);
  216. SafeRelease(res.FontTextureView);
  217. SafeRelease(res.Sampler);
  218. SafeRelease(res.Uniforms);
  219. SafeRelease(res.CommonBindGroup);
  220. SafeRelease(res.ImageBindGroup);
  221. SafeRelease(res.ImageBindGroupLayout);
  222. };
  223. static void SafeRelease(FrameResources& res)
  224. {
  225. SafeRelease(res.IndexBuffer);
  226. SafeRelease(res.VertexBuffer);
  227. SafeRelease(res.IndexBufferHost);
  228. SafeRelease(res.VertexBufferHost);
  229. }
  230. static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
  231. {
  232. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  233. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  234. WGPUShaderSourceWGSL wgsl_desc = {};
  235. wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
  236. wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
  237. #else
  238. WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
  239. wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
  240. wgsl_desc.code = wgsl_source;
  241. #endif
  242. WGPUShaderModuleDescriptor desc = {};
  243. desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
  244. WGPUProgrammableStageDescriptor stage_desc = {};
  245. stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
  246. stage_desc.entryPoint = "main";
  247. return stage_desc;
  248. }
  249. static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
  250. {
  251. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  252. WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
  253. WGPUBindGroupDescriptor image_bg_descriptor = {};
  254. image_bg_descriptor.layout = layout;
  255. image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
  256. image_bg_descriptor.entries = image_bg_entries;
  257. return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
  258. }
  259. static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
  260. {
  261. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  262. // Setup orthographic projection matrix into our constant buffer
  263. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  264. {
  265. float L = draw_data->DisplayPos.x;
  266. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  267. float T = draw_data->DisplayPos.y;
  268. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  269. float mvp[4][4] =
  270. {
  271. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  272. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  273. { 0.0f, 0.0f, 0.5f, 0.0f },
  274. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  275. };
  276. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
  277. float gamma;
  278. switch (bd->renderTargetFormat)
  279. {
  280. case WGPUTextureFormat_ASTC10x10UnormSrgb:
  281. case WGPUTextureFormat_ASTC10x5UnormSrgb:
  282. case WGPUTextureFormat_ASTC10x6UnormSrgb:
  283. case WGPUTextureFormat_ASTC10x8UnormSrgb:
  284. case WGPUTextureFormat_ASTC12x10UnormSrgb:
  285. case WGPUTextureFormat_ASTC12x12UnormSrgb:
  286. case WGPUTextureFormat_ASTC4x4UnormSrgb:
  287. case WGPUTextureFormat_ASTC5x5UnormSrgb:
  288. case WGPUTextureFormat_ASTC6x5UnormSrgb:
  289. case WGPUTextureFormat_ASTC6x6UnormSrgb:
  290. case WGPUTextureFormat_ASTC8x5UnormSrgb:
  291. case WGPUTextureFormat_ASTC8x6UnormSrgb:
  292. case WGPUTextureFormat_ASTC8x8UnormSrgb:
  293. case WGPUTextureFormat_BC1RGBAUnormSrgb:
  294. case WGPUTextureFormat_BC2RGBAUnormSrgb:
  295. case WGPUTextureFormat_BC3RGBAUnormSrgb:
  296. case WGPUTextureFormat_BC7RGBAUnormSrgb:
  297. case WGPUTextureFormat_BGRA8UnormSrgb:
  298. case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
  299. case WGPUTextureFormat_ETC2RGB8UnormSrgb:
  300. case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
  301. case WGPUTextureFormat_RGBA8UnormSrgb:
  302. gamma = 2.2f;
  303. break;
  304. default:
  305. gamma = 1.0f;
  306. }
  307. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
  308. }
  309. // Setup viewport
  310. wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
  311. // Bind shader and vertex buffers
  312. wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
  313. wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
  314. wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
  315. wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
  316. // Setup blend factor
  317. WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
  318. wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
  319. }
  320. // Render function
  321. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  322. void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
  323. {
  324. // Avoid rendering when minimized
  325. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  326. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  327. if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
  328. return;
  329. // FIXME: Assuming that this only gets called once per frame!
  330. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
  331. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  332. bd->frameIndex = bd->frameIndex + 1;
  333. FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
  334. // Create and grow vertex/index buffers if needed
  335. if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
  336. {
  337. if (fr->VertexBuffer)
  338. {
  339. wgpuBufferDestroy(fr->VertexBuffer);
  340. wgpuBufferRelease(fr->VertexBuffer);
  341. }
  342. SafeRelease(fr->VertexBufferHost);
  343. fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  344. WGPUBufferDescriptor vb_desc =
  345. {
  346. nullptr,
  347. "Dear ImGui Vertex buffer",
  348. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
  349. MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
  350. false
  351. };
  352. fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
  353. if (!fr->VertexBuffer)
  354. return;
  355. fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
  356. }
  357. if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
  358. {
  359. if (fr->IndexBuffer)
  360. {
  361. wgpuBufferDestroy(fr->IndexBuffer);
  362. wgpuBufferRelease(fr->IndexBuffer);
  363. }
  364. SafeRelease(fr->IndexBufferHost);
  365. fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  366. WGPUBufferDescriptor ib_desc =
  367. {
  368. nullptr,
  369. "Dear ImGui Index buffer",
  370. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
  371. MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
  372. false
  373. };
  374. fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
  375. if (!fr->IndexBuffer)
  376. return;
  377. fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
  378. }
  379. // Upload vertex/index data into a single contiguous GPU buffer
  380. ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
  381. ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
  382. for (int n = 0; n < draw_data->CmdListsCount; n++)
  383. {
  384. const ImDrawList* draw_list = draw_data->CmdLists[n];
  385. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  386. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  387. vtx_dst += draw_list->VtxBuffer.Size;
  388. idx_dst += draw_list->IdxBuffer.Size;
  389. }
  390. int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
  391. int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
  392. wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
  393. wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
  394. // Setup desired render state
  395. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  396. // Render command lists
  397. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  398. int global_vtx_offset = 0;
  399. int global_idx_offset = 0;
  400. ImVec2 clip_scale = draw_data->FramebufferScale;
  401. ImVec2 clip_off = draw_data->DisplayPos;
  402. for (int n = 0; n < draw_data->CmdListsCount; n++)
  403. {
  404. const ImDrawList* draw_list = draw_data->CmdLists[n];
  405. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  406. {
  407. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  408. if (pcmd->UserCallback != nullptr)
  409. {
  410. // User callback, registered via ImDrawList::AddCallback()
  411. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  412. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  413. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  414. else
  415. pcmd->UserCallback(draw_list, pcmd);
  416. }
  417. else
  418. {
  419. // Bind custom texture
  420. ImTextureID tex_id = pcmd->GetTexID();
  421. ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
  422. auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
  423. if (bind_group)
  424. {
  425. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
  426. }
  427. else
  428. {
  429. WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
  430. bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
  431. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
  432. }
  433. // Project scissor/clipping rectangles into framebuffer space
  434. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  435. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  436. // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
  437. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  438. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  439. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  440. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  441. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  442. continue;
  443. // Apply scissor/clipping rectangle, Draw
  444. 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));
  445. wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  446. }
  447. }
  448. global_idx_offset += draw_list->IdxBuffer.Size;
  449. global_vtx_offset += draw_list->VtxBuffer.Size;
  450. }
  451. }
  452. static void ImGui_ImplWGPU_CreateFontsTexture()
  453. {
  454. // Build texture atlas
  455. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  456. ImGuiIO& io = ImGui::GetIO();
  457. unsigned char* pixels;
  458. int width, height, size_pp;
  459. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
  460. // Upload texture to graphics system
  461. {
  462. WGPUTextureDescriptor tex_desc = {};
  463. tex_desc.label = "Dear ImGui Font Texture";
  464. tex_desc.dimension = WGPUTextureDimension_2D;
  465. tex_desc.size.width = width;
  466. tex_desc.size.height = height;
  467. tex_desc.size.depthOrArrayLayers = 1;
  468. tex_desc.sampleCount = 1;
  469. tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
  470. tex_desc.mipLevelCount = 1;
  471. tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
  472. bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
  473. WGPUTextureViewDescriptor tex_view_desc = {};
  474. tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
  475. tex_view_desc.dimension = WGPUTextureViewDimension_2D;
  476. tex_view_desc.baseMipLevel = 0;
  477. tex_view_desc.mipLevelCount = 1;
  478. tex_view_desc.baseArrayLayer = 0;
  479. tex_view_desc.arrayLayerCount = 1;
  480. tex_view_desc.aspect = WGPUTextureAspect_All;
  481. bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
  482. }
  483. // Upload texture data
  484. {
  485. WGPUImageCopyTexture dst_view = {};
  486. dst_view.texture = bd->renderResources.FontTexture;
  487. dst_view.mipLevel = 0;
  488. dst_view.origin = { 0, 0, 0 };
  489. dst_view.aspect = WGPUTextureAspect_All;
  490. WGPUTextureDataLayout layout = {};
  491. layout.offset = 0;
  492. layout.bytesPerRow = width * size_pp;
  493. layout.rowsPerImage = height;
  494. WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
  495. wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
  496. }
  497. // Create the associated sampler
  498. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  499. {
  500. WGPUSamplerDescriptor sampler_desc = {};
  501. sampler_desc.minFilter = WGPUFilterMode_Linear;
  502. sampler_desc.magFilter = WGPUFilterMode_Linear;
  503. sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
  504. sampler_desc.addressModeU = WGPUAddressMode_Repeat;
  505. sampler_desc.addressModeV = WGPUAddressMode_Repeat;
  506. sampler_desc.addressModeW = WGPUAddressMode_Repeat;
  507. sampler_desc.maxAnisotropy = 1;
  508. bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
  509. }
  510. // Store our identifier
  511. static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
  512. io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
  513. }
  514. static void ImGui_ImplWGPU_CreateUniformBuffer()
  515. {
  516. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  517. WGPUBufferDescriptor ub_desc =
  518. {
  519. nullptr,
  520. "Dear ImGui Uniform buffer",
  521. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
  522. MEMALIGN(sizeof(Uniforms), 16),
  523. false
  524. };
  525. bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
  526. }
  527. bool ImGui_ImplWGPU_CreateDeviceObjects()
  528. {
  529. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  530. if (!bd->wgpuDevice)
  531. return false;
  532. if (bd->pipelineState)
  533. ImGui_ImplWGPU_InvalidateDeviceObjects();
  534. // Create render pipeline
  535. WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
  536. graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
  537. graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
  538. graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
  539. graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
  540. graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
  541. // Bind group layouts
  542. WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
  543. common_bg_layout_entries[0].binding = 0;
  544. common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
  545. common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
  546. common_bg_layout_entries[1].binding = 1;
  547. common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
  548. common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
  549. WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
  550. image_bg_layout_entries[0].binding = 0;
  551. image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
  552. image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
  553. image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
  554. WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
  555. common_bg_layout_desc.entryCount = 2;
  556. common_bg_layout_desc.entries = common_bg_layout_entries;
  557. WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
  558. image_bg_layout_desc.entryCount = 1;
  559. image_bg_layout_desc.entries = image_bg_layout_entries;
  560. WGPUBindGroupLayout bg_layouts[2];
  561. bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
  562. bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
  563. WGPUPipelineLayoutDescriptor layout_desc = {};
  564. layout_desc.bindGroupLayoutCount = 2;
  565. layout_desc.bindGroupLayouts = bg_layouts;
  566. graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
  567. // Create the vertex shader
  568. WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
  569. graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
  570. graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
  571. // Vertex input configuration
  572. WGPUVertexAttribute attribute_desc[] =
  573. {
  574. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
  575. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
  576. { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
  577. };
  578. WGPUVertexBufferLayout buffer_layouts[1];
  579. buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
  580. buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
  581. buffer_layouts[0].attributeCount = 3;
  582. buffer_layouts[0].attributes = attribute_desc;
  583. graphics_pipeline_desc.vertex.bufferCount = 1;
  584. graphics_pipeline_desc.vertex.buffers = buffer_layouts;
  585. // Create the pixel shader
  586. WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
  587. // Create the blending setup
  588. WGPUBlendState blend_state = {};
  589. blend_state.alpha.operation = WGPUBlendOperation_Add;
  590. blend_state.alpha.srcFactor = WGPUBlendFactor_One;
  591. blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  592. blend_state.color.operation = WGPUBlendOperation_Add;
  593. blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
  594. blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  595. WGPUColorTargetState color_state = {};
  596. color_state.format = bd->renderTargetFormat;
  597. color_state.blend = &blend_state;
  598. color_state.writeMask = WGPUColorWriteMask_All;
  599. WGPUFragmentState fragment_state = {};
  600. fragment_state.module = pixel_shader_desc.module;
  601. fragment_state.entryPoint = pixel_shader_desc.entryPoint;
  602. fragment_state.targetCount = 1;
  603. fragment_state.targets = &color_state;
  604. graphics_pipeline_desc.fragment = &fragment_state;
  605. // Create depth-stencil State
  606. WGPUDepthStencilState depth_stencil_state = {};
  607. depth_stencil_state.format = bd->depthStencilFormat;
  608. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  609. depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
  610. #else
  611. depth_stencil_state.depthWriteEnabled = false;
  612. #endif
  613. depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
  614. depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
  615. depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
  616. depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
  617. depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
  618. depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
  619. depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
  620. depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
  621. depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
  622. // Configure disabled depth-stencil state
  623. graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
  624. bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
  625. ImGui_ImplWGPU_CreateFontsTexture();
  626. ImGui_ImplWGPU_CreateUniformBuffer();
  627. // Create resource bind group
  628. WGPUBindGroupEntry common_bg_entries[] =
  629. {
  630. { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
  631. { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
  632. };
  633. WGPUBindGroupDescriptor common_bg_descriptor = {};
  634. common_bg_descriptor.layout = bg_layouts[0];
  635. common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
  636. common_bg_descriptor.entries = common_bg_entries;
  637. bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
  638. WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
  639. bd->renderResources.ImageBindGroup = image_bind_group;
  640. bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
  641. bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
  642. SafeRelease(vertex_shader_desc.module);
  643. SafeRelease(pixel_shader_desc.module);
  644. SafeRelease(graphics_pipeline_desc.layout);
  645. SafeRelease(bg_layouts[0]);
  646. return true;
  647. }
  648. void ImGui_ImplWGPU_InvalidateDeviceObjects()
  649. {
  650. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  651. if (!bd->wgpuDevice)
  652. return;
  653. SafeRelease(bd->pipelineState);
  654. SafeRelease(bd->renderResources);
  655. ImGuiIO& io = ImGui::GetIO();
  656. io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
  657. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  658. SafeRelease(bd->pFrameResources[i]);
  659. }
  660. bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
  661. {
  662. ImGuiIO& io = ImGui::GetIO();
  663. IMGUI_CHECKVERSION();
  664. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  665. // Setup backend capabilities flags
  666. ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
  667. io.BackendRendererUserData = (void*)bd;
  668. #if defined(__EMSCRIPTEN__)
  669. io.BackendRendererName = "imgui_impl_webgpu_emscripten";
  670. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
  671. io.BackendRendererName = "imgui_impl_webgpu_dawn";
  672. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  673. io.BackendRendererName = "imgui_impl_webgpu_wgpu";
  674. #else
  675. io.BackendRendererName = "imgui_impl_webgpu";
  676. #endif
  677. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  678. bd->initInfo = *init_info;
  679. bd->wgpuDevice = init_info->Device;
  680. bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
  681. bd->renderTargetFormat = init_info->RenderTargetFormat;
  682. bd->depthStencilFormat = init_info->DepthStencilFormat;
  683. bd->numFramesInFlight = init_info->NumFramesInFlight;
  684. bd->frameIndex = UINT_MAX;
  685. bd->renderResources.FontTexture = nullptr;
  686. bd->renderResources.FontTextureView = nullptr;
  687. bd->renderResources.Sampler = nullptr;
  688. bd->renderResources.Uniforms = nullptr;
  689. bd->renderResources.CommonBindGroup = nullptr;
  690. bd->renderResources.ImageBindGroups.Data.reserve(100);
  691. bd->renderResources.ImageBindGroup = nullptr;
  692. bd->renderResources.ImageBindGroupLayout = nullptr;
  693. // Create buffers with a default size (they will later be grown as needed)
  694. bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
  695. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  696. {
  697. FrameResources* fr = &bd->pFrameResources[i];
  698. fr->IndexBuffer = nullptr;
  699. fr->VertexBuffer = nullptr;
  700. fr->IndexBufferHost = nullptr;
  701. fr->VertexBufferHost = nullptr;
  702. fr->IndexBufferSize = 10000;
  703. fr->VertexBufferSize = 5000;
  704. }
  705. return true;
  706. }
  707. void ImGui_ImplWGPU_Shutdown()
  708. {
  709. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  710. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  711. ImGuiIO& io = ImGui::GetIO();
  712. ImGui_ImplWGPU_InvalidateDeviceObjects();
  713. delete[] bd->pFrameResources;
  714. bd->pFrameResources = nullptr;
  715. wgpuQueueRelease(bd->defaultQueue);
  716. bd->wgpuDevice = nullptr;
  717. bd->numFramesInFlight = 0;
  718. bd->frameIndex = UINT_MAX;
  719. io.BackendRendererName = nullptr;
  720. io.BackendRendererUserData = nullptr;
  721. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  722. IM_DELETE(bd);
  723. }
  724. void ImGui_ImplWGPU_NewFrame()
  725. {
  726. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  727. if (!bd->pipelineState)
  728. ImGui_ImplWGPU_CreateDeviceObjects();
  729. }
  730. //-----------------------------------------------------------------------------
  731. #endif // #ifndef IMGUI_DISABLE