imgui_impl_wgpu.cpp 36 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) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  7. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  8. // Missing features:
  9. // [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
  10. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  11. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  12. // Learn about Dear ImGui:
  13. // - FAQ https://dearimgui.com/faq
  14. // - Getting Started https://dearimgui.com/getting-started
  15. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  16. // - Introduction, links and more at the top of imgui.cpp
  17. // CHANGELOG
  18. // (minor and older changes stripped away, please see git history for details)
  19. // 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
  20. // 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  21. // 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  22. // 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)
  23. // 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
  24. // 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
  25. // 2024-01-22: Fixed pipeline layout leak. (#7245)
  26. // 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
  27. // 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
  28. // 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
  29. // 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).
  30. // 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
  31. // 2022-11-24: Fixed validation error with default depth buffer settings.
  32. // 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
  33. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  34. // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
  35. // 2021-08-24: Fixed for latest specs.
  36. // 2021-05-24: Add support for draw_data->FramebufferScale.
  37. // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  38. // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
  39. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
  40. // 2021-01-28: Initial version.
  41. // When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  42. // or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
  43. #ifndef __EMSCRIPTEN__
  44. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  45. #error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
  46. #endif
  47. #else
  48. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  49. #error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
  50. #endif
  51. #endif
  52. #include "imgui.h"
  53. #ifndef IMGUI_DISABLE
  54. #include "imgui_impl_wgpu.h"
  55. #include <limits.h>
  56. #include <webgpu/webgpu.h>
  57. // Dear ImGui prototypes from imgui_internal.h
  58. extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
  59. #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
  60. // WebGPU data
  61. struct RenderResources
  62. {
  63. WGPUTexture FontTexture = nullptr; // Font texture
  64. WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
  65. WGPUSampler Sampler = nullptr; // Sampler for the font texture
  66. WGPUBuffer Uniforms = nullptr; // Shader uniforms
  67. WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
  68. ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
  69. WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
  70. WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
  71. };
  72. struct FrameResources
  73. {
  74. WGPUBuffer IndexBuffer;
  75. WGPUBuffer VertexBuffer;
  76. ImDrawIdx* IndexBufferHost;
  77. ImDrawVert* VertexBufferHost;
  78. int IndexBufferSize;
  79. int VertexBufferSize;
  80. };
  81. struct Uniforms
  82. {
  83. float MVP[4][4];
  84. float Gamma;
  85. };
  86. struct ImGui_ImplWGPU_Data
  87. {
  88. ImGui_ImplWGPU_InitInfo initInfo;
  89. WGPUDevice wgpuDevice = nullptr;
  90. WGPUQueue defaultQueue = nullptr;
  91. WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
  92. WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
  93. WGPURenderPipeline pipelineState = nullptr;
  94. RenderResources renderResources;
  95. FrameResources* pFrameResources = nullptr;
  96. unsigned int numFramesInFlight = 0;
  97. unsigned int frameIndex = UINT_MAX;
  98. };
  99. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  100. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  101. static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
  102. {
  103. return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  104. }
  105. //-----------------------------------------------------------------------------
  106. // SHADERS
  107. //-----------------------------------------------------------------------------
  108. static const char __shader_vert_wgsl[] = R"(
  109. struct VertexInput {
  110. @location(0) position: vec2<f32>,
  111. @location(1) uv: vec2<f32>,
  112. @location(2) color: vec4<f32>,
  113. };
  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. @vertex
  125. fn main(in: VertexInput) -> VertexOutput {
  126. var out: VertexOutput;
  127. out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
  128. out.color = in.color;
  129. out.uv = in.uv;
  130. return out;
  131. }
  132. )";
  133. static const char __shader_frag_wgsl[] = R"(
  134. struct VertexOutput {
  135. @builtin(position) position: vec4<f32>,
  136. @location(0) color: vec4<f32>,
  137. @location(1) uv: vec2<f32>,
  138. };
  139. struct Uniforms {
  140. mvp: mat4x4<f32>,
  141. gamma: f32,
  142. };
  143. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  144. @group(0) @binding(1) var s: sampler;
  145. @group(1) @binding(0) var t: texture_2d<f32>;
  146. @fragment
  147. fn main(in: VertexOutput) -> @location(0) vec4<f32> {
  148. let color = in.color * textureSample(t, s, in.uv);
  149. let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
  150. return vec4<f32>(corrected_color, color.a);
  151. }
  152. )";
  153. static void SafeRelease(ImDrawIdx*& res)
  154. {
  155. if (res)
  156. delete[] res;
  157. res = nullptr;
  158. }
  159. static void SafeRelease(ImDrawVert*& res)
  160. {
  161. if (res)
  162. delete[] res;
  163. res = nullptr;
  164. }
  165. static void SafeRelease(WGPUBindGroupLayout& res)
  166. {
  167. if (res)
  168. wgpuBindGroupLayoutRelease(res);
  169. res = nullptr;
  170. }
  171. static void SafeRelease(WGPUBindGroup& res)
  172. {
  173. if (res)
  174. wgpuBindGroupRelease(res);
  175. res = nullptr;
  176. }
  177. static void SafeRelease(WGPUBuffer& res)
  178. {
  179. if (res)
  180. wgpuBufferRelease(res);
  181. res = nullptr;
  182. }
  183. static void SafeRelease(WGPUPipelineLayout& res)
  184. {
  185. if (res)
  186. wgpuPipelineLayoutRelease(res);
  187. res = nullptr;
  188. }
  189. static void SafeRelease(WGPURenderPipeline& res)
  190. {
  191. if (res)
  192. wgpuRenderPipelineRelease(res);
  193. res = nullptr;
  194. }
  195. static void SafeRelease(WGPUSampler& res)
  196. {
  197. if (res)
  198. wgpuSamplerRelease(res);
  199. res = nullptr;
  200. }
  201. static void SafeRelease(WGPUShaderModule& res)
  202. {
  203. if (res)
  204. wgpuShaderModuleRelease(res);
  205. res = nullptr;
  206. }
  207. static void SafeRelease(WGPUTextureView& res)
  208. {
  209. if (res)
  210. wgpuTextureViewRelease(res);
  211. res = nullptr;
  212. }
  213. static void SafeRelease(WGPUTexture& res)
  214. {
  215. if (res)
  216. wgpuTextureRelease(res);
  217. res = nullptr;
  218. }
  219. static void SafeRelease(RenderResources& res)
  220. {
  221. SafeRelease(res.FontTexture);
  222. SafeRelease(res.FontTextureView);
  223. SafeRelease(res.Sampler);
  224. SafeRelease(res.Uniforms);
  225. SafeRelease(res.CommonBindGroup);
  226. SafeRelease(res.ImageBindGroup);
  227. SafeRelease(res.ImageBindGroupLayout);
  228. };
  229. static void SafeRelease(FrameResources& res)
  230. {
  231. SafeRelease(res.IndexBuffer);
  232. SafeRelease(res.VertexBuffer);
  233. SafeRelease(res.IndexBufferHost);
  234. SafeRelease(res.VertexBufferHost);
  235. }
  236. static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
  237. {
  238. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  239. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  240. WGPUShaderSourceWGSL wgsl_desc = {};
  241. wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
  242. wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
  243. #else
  244. WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
  245. wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
  246. wgsl_desc.code = wgsl_source;
  247. #endif
  248. WGPUShaderModuleDescriptor desc = {};
  249. desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
  250. WGPUProgrammableStageDescriptor stage_desc = {};
  251. stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
  252. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  253. stage_desc.entryPoint = { "main", WGPU_STRLEN };
  254. #else
  255. stage_desc.entryPoint = "main";
  256. #endif
  257. return stage_desc;
  258. }
  259. static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
  260. {
  261. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  262. WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
  263. WGPUBindGroupDescriptor image_bg_descriptor = {};
  264. image_bg_descriptor.layout = layout;
  265. image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
  266. image_bg_descriptor.entries = image_bg_entries;
  267. return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
  268. }
  269. static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
  270. {
  271. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  272. // Setup orthographic projection matrix into our constant buffer
  273. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  274. {
  275. float L = draw_data->DisplayPos.x;
  276. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  277. float T = draw_data->DisplayPos.y;
  278. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  279. float mvp[4][4] =
  280. {
  281. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  282. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  283. { 0.0f, 0.0f, 0.5f, 0.0f },
  284. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  285. };
  286. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
  287. float gamma;
  288. switch (bd->renderTargetFormat)
  289. {
  290. case WGPUTextureFormat_ASTC10x10UnormSrgb:
  291. case WGPUTextureFormat_ASTC10x5UnormSrgb:
  292. case WGPUTextureFormat_ASTC10x6UnormSrgb:
  293. case WGPUTextureFormat_ASTC10x8UnormSrgb:
  294. case WGPUTextureFormat_ASTC12x10UnormSrgb:
  295. case WGPUTextureFormat_ASTC12x12UnormSrgb:
  296. case WGPUTextureFormat_ASTC4x4UnormSrgb:
  297. case WGPUTextureFormat_ASTC5x5UnormSrgb:
  298. case WGPUTextureFormat_ASTC6x5UnormSrgb:
  299. case WGPUTextureFormat_ASTC6x6UnormSrgb:
  300. case WGPUTextureFormat_ASTC8x5UnormSrgb:
  301. case WGPUTextureFormat_ASTC8x6UnormSrgb:
  302. case WGPUTextureFormat_ASTC8x8UnormSrgb:
  303. case WGPUTextureFormat_BC1RGBAUnormSrgb:
  304. case WGPUTextureFormat_BC2RGBAUnormSrgb:
  305. case WGPUTextureFormat_BC3RGBAUnormSrgb:
  306. case WGPUTextureFormat_BC7RGBAUnormSrgb:
  307. case WGPUTextureFormat_BGRA8UnormSrgb:
  308. case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
  309. case WGPUTextureFormat_ETC2RGB8UnormSrgb:
  310. case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
  311. case WGPUTextureFormat_RGBA8UnormSrgb:
  312. gamma = 2.2f;
  313. break;
  314. default:
  315. gamma = 1.0f;
  316. }
  317. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
  318. }
  319. // Setup viewport
  320. wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
  321. // Bind shader and vertex buffers
  322. wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
  323. wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
  324. wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
  325. wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
  326. // Setup blend factor
  327. WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
  328. wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
  329. }
  330. // Render function
  331. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  332. void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
  333. {
  334. // Avoid rendering when minimized
  335. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  336. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  337. if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
  338. return;
  339. // FIXME: Assuming that this only gets called once per frame!
  340. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
  341. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  342. bd->frameIndex = bd->frameIndex + 1;
  343. FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
  344. // Create and grow vertex/index buffers if needed
  345. if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
  346. {
  347. if (fr->VertexBuffer)
  348. {
  349. wgpuBufferDestroy(fr->VertexBuffer);
  350. wgpuBufferRelease(fr->VertexBuffer);
  351. }
  352. SafeRelease(fr->VertexBufferHost);
  353. fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  354. WGPUBufferDescriptor vb_desc =
  355. {
  356. nullptr,
  357. "Dear ImGui Vertex buffer",
  358. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  359. WGPU_STRLEN,
  360. #endif
  361. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
  362. MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
  363. false
  364. };
  365. fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
  366. if (!fr->VertexBuffer)
  367. return;
  368. fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
  369. }
  370. if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
  371. {
  372. if (fr->IndexBuffer)
  373. {
  374. wgpuBufferDestroy(fr->IndexBuffer);
  375. wgpuBufferRelease(fr->IndexBuffer);
  376. }
  377. SafeRelease(fr->IndexBufferHost);
  378. fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  379. WGPUBufferDescriptor ib_desc =
  380. {
  381. nullptr,
  382. "Dear ImGui Index buffer",
  383. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  384. WGPU_STRLEN,
  385. #endif
  386. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
  387. MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
  388. false
  389. };
  390. fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
  391. if (!fr->IndexBuffer)
  392. return;
  393. fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
  394. }
  395. // Upload vertex/index data into a single contiguous GPU buffer
  396. ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
  397. ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
  398. for (int n = 0; n < draw_data->CmdListsCount; n++)
  399. {
  400. const ImDrawList* draw_list = draw_data->CmdLists[n];
  401. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  402. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  403. vtx_dst += draw_list->VtxBuffer.Size;
  404. idx_dst += draw_list->IdxBuffer.Size;
  405. }
  406. int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
  407. int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
  408. wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
  409. wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
  410. // Setup desired render state
  411. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  412. // Setup render state structure (for callbacks and custom texture bindings)
  413. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  414. ImGui_ImplWGPU_RenderState render_state;
  415. render_state.Device = bd->wgpuDevice;
  416. render_state.RenderPassEncoder = pass_encoder;
  417. platform_io.Renderer_RenderState = &render_state;
  418. // Render command lists
  419. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  420. int global_vtx_offset = 0;
  421. int global_idx_offset = 0;
  422. ImVec2 clip_scale = draw_data->FramebufferScale;
  423. ImVec2 clip_off = draw_data->DisplayPos;
  424. for (int n = 0; n < draw_data->CmdListsCount; n++)
  425. {
  426. const ImDrawList* draw_list = draw_data->CmdLists[n];
  427. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  428. {
  429. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  430. if (pcmd->UserCallback != nullptr)
  431. {
  432. // User callback, registered via ImDrawList::AddCallback()
  433. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  434. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  435. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  436. else
  437. pcmd->UserCallback(draw_list, pcmd);
  438. }
  439. else
  440. {
  441. // Bind custom texture
  442. ImTextureID tex_id = pcmd->GetTexID();
  443. ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
  444. auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
  445. if (bind_group)
  446. {
  447. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
  448. }
  449. else
  450. {
  451. WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
  452. bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
  453. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
  454. }
  455. // Project scissor/clipping rectangles into framebuffer space
  456. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  457. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  458. // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
  459. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  460. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  461. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  462. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  463. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  464. continue;
  465. // Apply scissor/clipping rectangle, Draw
  466. 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));
  467. wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  468. }
  469. }
  470. global_idx_offset += draw_list->IdxBuffer.Size;
  471. global_vtx_offset += draw_list->VtxBuffer.Size;
  472. }
  473. platform_io.Renderer_RenderState = nullptr;
  474. }
  475. static void ImGui_ImplWGPU_CreateFontsTexture()
  476. {
  477. // Build texture atlas
  478. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  479. ImGuiIO& io = ImGui::GetIO();
  480. unsigned char* pixels;
  481. int width, height, size_pp;
  482. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
  483. // Upload texture to graphics system
  484. {
  485. WGPUTextureDescriptor tex_desc = {};
  486. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  487. tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
  488. #else
  489. tex_desc.label = "Dear ImGui Font Texture";
  490. #endif
  491. tex_desc.dimension = WGPUTextureDimension_2D;
  492. tex_desc.size.width = width;
  493. tex_desc.size.height = height;
  494. tex_desc.size.depthOrArrayLayers = 1;
  495. tex_desc.sampleCount = 1;
  496. tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
  497. tex_desc.mipLevelCount = 1;
  498. tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
  499. bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
  500. WGPUTextureViewDescriptor tex_view_desc = {};
  501. tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
  502. tex_view_desc.dimension = WGPUTextureViewDimension_2D;
  503. tex_view_desc.baseMipLevel = 0;
  504. tex_view_desc.mipLevelCount = 1;
  505. tex_view_desc.baseArrayLayer = 0;
  506. tex_view_desc.arrayLayerCount = 1;
  507. tex_view_desc.aspect = WGPUTextureAspect_All;
  508. bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
  509. }
  510. // Upload texture data
  511. {
  512. WGPUImageCopyTexture dst_view = {};
  513. dst_view.texture = bd->renderResources.FontTexture;
  514. dst_view.mipLevel = 0;
  515. dst_view.origin = { 0, 0, 0 };
  516. dst_view.aspect = WGPUTextureAspect_All;
  517. WGPUTextureDataLayout layout = {};
  518. layout.offset = 0;
  519. layout.bytesPerRow = width * size_pp;
  520. layout.rowsPerImage = height;
  521. WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
  522. wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
  523. }
  524. // Create the associated sampler
  525. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  526. {
  527. WGPUSamplerDescriptor sampler_desc = {};
  528. sampler_desc.minFilter = WGPUFilterMode_Linear;
  529. sampler_desc.magFilter = WGPUFilterMode_Linear;
  530. sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
  531. sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
  532. sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
  533. sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
  534. sampler_desc.maxAnisotropy = 1;
  535. bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
  536. }
  537. // Store our identifier
  538. static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
  539. io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
  540. }
  541. static void ImGui_ImplWGPU_CreateUniformBuffer()
  542. {
  543. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  544. WGPUBufferDescriptor ub_desc =
  545. {
  546. nullptr,
  547. "Dear ImGui Uniform buffer",
  548. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  549. WGPU_STRLEN,
  550. #endif
  551. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
  552. MEMALIGN(sizeof(Uniforms), 16),
  553. false
  554. };
  555. bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
  556. }
  557. bool ImGui_ImplWGPU_CreateDeviceObjects()
  558. {
  559. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  560. if (!bd->wgpuDevice)
  561. return false;
  562. if (bd->pipelineState)
  563. ImGui_ImplWGPU_InvalidateDeviceObjects();
  564. // Create render pipeline
  565. WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
  566. graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
  567. graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
  568. graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
  569. graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
  570. graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
  571. // Bind group layouts
  572. WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
  573. common_bg_layout_entries[0].binding = 0;
  574. common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
  575. common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
  576. common_bg_layout_entries[1].binding = 1;
  577. common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
  578. common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
  579. WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
  580. image_bg_layout_entries[0].binding = 0;
  581. image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
  582. image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
  583. image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
  584. WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
  585. common_bg_layout_desc.entryCount = 2;
  586. common_bg_layout_desc.entries = common_bg_layout_entries;
  587. WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
  588. image_bg_layout_desc.entryCount = 1;
  589. image_bg_layout_desc.entries = image_bg_layout_entries;
  590. WGPUBindGroupLayout bg_layouts[2];
  591. bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
  592. bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
  593. WGPUPipelineLayoutDescriptor layout_desc = {};
  594. layout_desc.bindGroupLayoutCount = 2;
  595. layout_desc.bindGroupLayouts = bg_layouts;
  596. graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
  597. // Create the vertex shader
  598. WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
  599. graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
  600. graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
  601. // Vertex input configuration
  602. WGPUVertexAttribute attribute_desc[] =
  603. {
  604. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
  605. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
  606. { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
  607. };
  608. WGPUVertexBufferLayout buffer_layouts[1];
  609. buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
  610. buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
  611. buffer_layouts[0].attributeCount = 3;
  612. buffer_layouts[0].attributes = attribute_desc;
  613. graphics_pipeline_desc.vertex.bufferCount = 1;
  614. graphics_pipeline_desc.vertex.buffers = buffer_layouts;
  615. // Create the pixel shader
  616. WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
  617. // Create the blending setup
  618. WGPUBlendState blend_state = {};
  619. blend_state.alpha.operation = WGPUBlendOperation_Add;
  620. blend_state.alpha.srcFactor = WGPUBlendFactor_One;
  621. blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  622. blend_state.color.operation = WGPUBlendOperation_Add;
  623. blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
  624. blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  625. WGPUColorTargetState color_state = {};
  626. color_state.format = bd->renderTargetFormat;
  627. color_state.blend = &blend_state;
  628. color_state.writeMask = WGPUColorWriteMask_All;
  629. WGPUFragmentState fragment_state = {};
  630. fragment_state.module = pixel_shader_desc.module;
  631. fragment_state.entryPoint = pixel_shader_desc.entryPoint;
  632. fragment_state.targetCount = 1;
  633. fragment_state.targets = &color_state;
  634. graphics_pipeline_desc.fragment = &fragment_state;
  635. // Create depth-stencil State
  636. WGPUDepthStencilState depth_stencil_state = {};
  637. depth_stencil_state.format = bd->depthStencilFormat;
  638. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  639. depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
  640. #else
  641. depth_stencil_state.depthWriteEnabled = false;
  642. #endif
  643. depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
  644. depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
  645. depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
  646. depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
  647. depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
  648. depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
  649. depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
  650. depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
  651. depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
  652. // Configure disabled depth-stencil state
  653. graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
  654. bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
  655. ImGui_ImplWGPU_CreateFontsTexture();
  656. ImGui_ImplWGPU_CreateUniformBuffer();
  657. // Create resource bind group
  658. WGPUBindGroupEntry common_bg_entries[] =
  659. {
  660. { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
  661. { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
  662. };
  663. WGPUBindGroupDescriptor common_bg_descriptor = {};
  664. common_bg_descriptor.layout = bg_layouts[0];
  665. common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
  666. common_bg_descriptor.entries = common_bg_entries;
  667. bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
  668. WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
  669. bd->renderResources.ImageBindGroup = image_bind_group;
  670. bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
  671. bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
  672. SafeRelease(vertex_shader_desc.module);
  673. SafeRelease(pixel_shader_desc.module);
  674. SafeRelease(graphics_pipeline_desc.layout);
  675. SafeRelease(bg_layouts[0]);
  676. return true;
  677. }
  678. void ImGui_ImplWGPU_InvalidateDeviceObjects()
  679. {
  680. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  681. if (!bd->wgpuDevice)
  682. return;
  683. SafeRelease(bd->pipelineState);
  684. SafeRelease(bd->renderResources);
  685. ImGuiIO& io = ImGui::GetIO();
  686. io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
  687. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  688. SafeRelease(bd->pFrameResources[i]);
  689. }
  690. bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
  691. {
  692. ImGuiIO& io = ImGui::GetIO();
  693. IMGUI_CHECKVERSION();
  694. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  695. // Setup backend capabilities flags
  696. ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
  697. io.BackendRendererUserData = (void*)bd;
  698. #if defined(__EMSCRIPTEN__)
  699. io.BackendRendererName = "imgui_impl_webgpu_emscripten";
  700. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
  701. io.BackendRendererName = "imgui_impl_webgpu_dawn";
  702. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  703. io.BackendRendererName = "imgui_impl_webgpu_wgpu";
  704. #else
  705. io.BackendRendererName = "imgui_impl_webgpu";
  706. #endif
  707. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  708. bd->initInfo = *init_info;
  709. bd->wgpuDevice = init_info->Device;
  710. bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
  711. bd->renderTargetFormat = init_info->RenderTargetFormat;
  712. bd->depthStencilFormat = init_info->DepthStencilFormat;
  713. bd->numFramesInFlight = init_info->NumFramesInFlight;
  714. bd->frameIndex = UINT_MAX;
  715. bd->renderResources.FontTexture = nullptr;
  716. bd->renderResources.FontTextureView = nullptr;
  717. bd->renderResources.Sampler = nullptr;
  718. bd->renderResources.Uniforms = nullptr;
  719. bd->renderResources.CommonBindGroup = nullptr;
  720. bd->renderResources.ImageBindGroups.Data.reserve(100);
  721. bd->renderResources.ImageBindGroup = nullptr;
  722. bd->renderResources.ImageBindGroupLayout = nullptr;
  723. // Create buffers with a default size (they will later be grown as needed)
  724. bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
  725. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  726. {
  727. FrameResources* fr = &bd->pFrameResources[i];
  728. fr->IndexBuffer = nullptr;
  729. fr->VertexBuffer = nullptr;
  730. fr->IndexBufferHost = nullptr;
  731. fr->VertexBufferHost = nullptr;
  732. fr->IndexBufferSize = 10000;
  733. fr->VertexBufferSize = 5000;
  734. }
  735. return true;
  736. }
  737. void ImGui_ImplWGPU_Shutdown()
  738. {
  739. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  740. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  741. ImGuiIO& io = ImGui::GetIO();
  742. ImGui_ImplWGPU_InvalidateDeviceObjects();
  743. delete[] bd->pFrameResources;
  744. bd->pFrameResources = nullptr;
  745. wgpuQueueRelease(bd->defaultQueue);
  746. bd->wgpuDevice = nullptr;
  747. bd->numFramesInFlight = 0;
  748. bd->frameIndex = UINT_MAX;
  749. io.BackendRendererName = nullptr;
  750. io.BackendRendererUserData = nullptr;
  751. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  752. IM_DELETE(bd);
  753. }
  754. void ImGui_ImplWGPU_NewFrame()
  755. {
  756. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  757. if (!bd->pipelineState)
  758. ImGui_ImplWGPU_CreateDeviceObjects();
  759. }
  760. //-----------------------------------------------------------------------------
  761. #endif // #ifndef IMGUI_DISABLE