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