imgui_impl_wgpu.cpp 37 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882
  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. // 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
  20. // 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
  21. // 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  22. // 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  23. // 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)
  24. // 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
  25. // 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
  26. // 2024-01-22: Fixed pipeline layout leak. (#7245)
  27. // 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
  28. // 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
  29. // 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
  30. // 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).
  31. // 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
  32. // 2022-11-24: Fixed validation error with default depth buffer settings.
  33. // 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
  34. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  35. // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
  36. // 2021-08-24: Fixed for latest specs.
  37. // 2021-05-24: Add support for draw_data->FramebufferScale.
  38. // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  39. // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
  40. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
  41. // 2021-01-28: Initial version.
  42. #include "imgui.h"
  43. // When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  44. // or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
  45. #ifndef __EMSCRIPTEN__
  46. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  47. #error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
  48. #endif
  49. #else
  50. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  51. #error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
  52. #endif
  53. #endif
  54. #ifndef IMGUI_DISABLE
  55. #include "imgui_impl_wgpu.h"
  56. #include <limits.h>
  57. #include <webgpu/webgpu.h>
  58. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  59. // Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
  60. // Using type alias until WGPU adopts the same naming convention (#8369)
  61. using WGPUProgrammableStageDescriptor = WGPUComputeState;
  62. #endif
  63. // Dear ImGui prototypes from imgui_internal.h
  64. extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
  65. #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
  66. // WebGPU data
  67. struct RenderResources
  68. {
  69. WGPUTexture FontTexture = nullptr; // Font texture
  70. WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
  71. WGPUSampler Sampler = nullptr; // Sampler for the font texture
  72. WGPUBuffer Uniforms = nullptr; // Shader uniforms
  73. WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
  74. ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
  75. WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
  76. };
  77. struct FrameResources
  78. {
  79. WGPUBuffer IndexBuffer;
  80. WGPUBuffer VertexBuffer;
  81. ImDrawIdx* IndexBufferHost;
  82. ImDrawVert* VertexBufferHost;
  83. int IndexBufferSize;
  84. int VertexBufferSize;
  85. };
  86. struct Uniforms
  87. {
  88. float MVP[4][4];
  89. float Gamma;
  90. };
  91. struct ImGui_ImplWGPU_Data
  92. {
  93. ImGui_ImplWGPU_InitInfo initInfo;
  94. WGPUDevice wgpuDevice = nullptr;
  95. WGPUQueue defaultQueue = nullptr;
  96. WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
  97. WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
  98. WGPURenderPipeline pipelineState = nullptr;
  99. RenderResources renderResources;
  100. FrameResources* pFrameResources = nullptr;
  101. unsigned int numFramesInFlight = 0;
  102. unsigned int frameIndex = UINT_MAX;
  103. };
  104. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  105. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  106. static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
  107. {
  108. return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  109. }
  110. //-----------------------------------------------------------------------------
  111. // SHADERS
  112. //-----------------------------------------------------------------------------
  113. static const char __shader_vert_wgsl[] = R"(
  114. struct VertexInput {
  115. @location(0) position: vec2<f32>,
  116. @location(1) uv: vec2<f32>,
  117. @location(2) color: vec4<f32>,
  118. };
  119. struct VertexOutput {
  120. @builtin(position) position: vec4<f32>,
  121. @location(0) color: vec4<f32>,
  122. @location(1) uv: vec2<f32>,
  123. };
  124. struct Uniforms {
  125. mvp: mat4x4<f32>,
  126. gamma: f32,
  127. };
  128. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  129. @vertex
  130. fn main(in: VertexInput) -> VertexOutput {
  131. var out: VertexOutput;
  132. out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
  133. out.color = in.color;
  134. out.uv = in.uv;
  135. return out;
  136. }
  137. )";
  138. static const char __shader_frag_wgsl[] = R"(
  139. struct VertexOutput {
  140. @builtin(position) position: vec4<f32>,
  141. @location(0) color: vec4<f32>,
  142. @location(1) uv: vec2<f32>,
  143. };
  144. struct Uniforms {
  145. mvp: mat4x4<f32>,
  146. gamma: f32,
  147. };
  148. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  149. @group(0) @binding(1) var s: sampler;
  150. @group(1) @binding(0) var t: texture_2d<f32>;
  151. @fragment
  152. fn main(in: VertexOutput) -> @location(0) vec4<f32> {
  153. let color = in.color * textureSample(t, s, in.uv);
  154. let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
  155. return vec4<f32>(corrected_color, color.a);
  156. }
  157. )";
  158. static void SafeRelease(ImDrawIdx*& res)
  159. {
  160. if (res)
  161. delete[] res;
  162. res = nullptr;
  163. }
  164. static void SafeRelease(ImDrawVert*& res)
  165. {
  166. if (res)
  167. delete[] res;
  168. res = nullptr;
  169. }
  170. static void SafeRelease(WGPUBindGroupLayout& res)
  171. {
  172. if (res)
  173. wgpuBindGroupLayoutRelease(res);
  174. res = nullptr;
  175. }
  176. static void SafeRelease(WGPUBindGroup& res)
  177. {
  178. if (res)
  179. wgpuBindGroupRelease(res);
  180. res = nullptr;
  181. }
  182. static void SafeRelease(WGPUBuffer& res)
  183. {
  184. if (res)
  185. wgpuBufferRelease(res);
  186. res = nullptr;
  187. }
  188. static void SafeRelease(WGPUPipelineLayout& res)
  189. {
  190. if (res)
  191. wgpuPipelineLayoutRelease(res);
  192. res = nullptr;
  193. }
  194. static void SafeRelease(WGPURenderPipeline& res)
  195. {
  196. if (res)
  197. wgpuRenderPipelineRelease(res);
  198. res = nullptr;
  199. }
  200. static void SafeRelease(WGPUSampler& res)
  201. {
  202. if (res)
  203. wgpuSamplerRelease(res);
  204. res = nullptr;
  205. }
  206. static void SafeRelease(WGPUShaderModule& res)
  207. {
  208. if (res)
  209. wgpuShaderModuleRelease(res);
  210. res = nullptr;
  211. }
  212. static void SafeRelease(WGPUTextureView& res)
  213. {
  214. if (res)
  215. wgpuTextureViewRelease(res);
  216. res = nullptr;
  217. }
  218. static void SafeRelease(WGPUTexture& res)
  219. {
  220. if (res)
  221. wgpuTextureRelease(res);
  222. res = nullptr;
  223. }
  224. static void SafeRelease(RenderResources& res)
  225. {
  226. SafeRelease(res.FontTexture);
  227. SafeRelease(res.FontTextureView);
  228. SafeRelease(res.Sampler);
  229. SafeRelease(res.Uniforms);
  230. SafeRelease(res.CommonBindGroup);
  231. SafeRelease(res.ImageBindGroupLayout);
  232. };
  233. static void SafeRelease(FrameResources& res)
  234. {
  235. SafeRelease(res.IndexBuffer);
  236. SafeRelease(res.VertexBuffer);
  237. SafeRelease(res.IndexBufferHost);
  238. SafeRelease(res.VertexBufferHost);
  239. }
  240. static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
  241. {
  242. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  243. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  244. WGPUShaderSourceWGSL wgsl_desc = {};
  245. wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
  246. wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
  247. #else
  248. WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
  249. wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
  250. wgsl_desc.code = wgsl_source;
  251. #endif
  252. WGPUShaderModuleDescriptor desc = {};
  253. desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
  254. WGPUProgrammableStageDescriptor stage_desc = {};
  255. stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
  256. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  257. stage_desc.entryPoint = { "main", WGPU_STRLEN };
  258. #else
  259. stage_desc.entryPoint = "main";
  260. #endif
  261. return stage_desc;
  262. }
  263. static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
  264. {
  265. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  266. WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
  267. WGPUBindGroupDescriptor image_bg_descriptor = {};
  268. image_bg_descriptor.layout = layout;
  269. image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
  270. image_bg_descriptor.entries = image_bg_entries;
  271. return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
  272. }
  273. static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
  274. {
  275. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  276. // Setup orthographic projection matrix into our constant buffer
  277. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  278. {
  279. float L = draw_data->DisplayPos.x;
  280. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  281. float T = draw_data->DisplayPos.y;
  282. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  283. float mvp[4][4] =
  284. {
  285. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  286. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  287. { 0.0f, 0.0f, 0.5f, 0.0f },
  288. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  289. };
  290. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
  291. float gamma;
  292. switch (bd->renderTargetFormat)
  293. {
  294. case WGPUTextureFormat_ASTC10x10UnormSrgb:
  295. case WGPUTextureFormat_ASTC10x5UnormSrgb:
  296. case WGPUTextureFormat_ASTC10x6UnormSrgb:
  297. case WGPUTextureFormat_ASTC10x8UnormSrgb:
  298. case WGPUTextureFormat_ASTC12x10UnormSrgb:
  299. case WGPUTextureFormat_ASTC12x12UnormSrgb:
  300. case WGPUTextureFormat_ASTC4x4UnormSrgb:
  301. case WGPUTextureFormat_ASTC5x5UnormSrgb:
  302. case WGPUTextureFormat_ASTC6x5UnormSrgb:
  303. case WGPUTextureFormat_ASTC6x6UnormSrgb:
  304. case WGPUTextureFormat_ASTC8x5UnormSrgb:
  305. case WGPUTextureFormat_ASTC8x6UnormSrgb:
  306. case WGPUTextureFormat_ASTC8x8UnormSrgb:
  307. case WGPUTextureFormat_BC1RGBAUnormSrgb:
  308. case WGPUTextureFormat_BC2RGBAUnormSrgb:
  309. case WGPUTextureFormat_BC3RGBAUnormSrgb:
  310. case WGPUTextureFormat_BC7RGBAUnormSrgb:
  311. case WGPUTextureFormat_BGRA8UnormSrgb:
  312. case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
  313. case WGPUTextureFormat_ETC2RGB8UnormSrgb:
  314. case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
  315. case WGPUTextureFormat_RGBA8UnormSrgb:
  316. gamma = 2.2f;
  317. break;
  318. default:
  319. gamma = 1.0f;
  320. }
  321. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
  322. }
  323. // Setup viewport
  324. wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
  325. // Bind shader and vertex buffers
  326. wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
  327. wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
  328. wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
  329. wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
  330. // Setup blend factor
  331. WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
  332. wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
  333. }
  334. // Render function
  335. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  336. void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
  337. {
  338. // Avoid rendering when minimized
  339. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  340. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  341. if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
  342. return;
  343. // FIXME: Assuming that this only gets called once per frame!
  344. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
  345. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  346. bd->frameIndex = bd->frameIndex + 1;
  347. FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
  348. // Create and grow vertex/index buffers if needed
  349. if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
  350. {
  351. if (fr->VertexBuffer)
  352. {
  353. wgpuBufferDestroy(fr->VertexBuffer);
  354. wgpuBufferRelease(fr->VertexBuffer);
  355. }
  356. SafeRelease(fr->VertexBufferHost);
  357. fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  358. WGPUBufferDescriptor vb_desc =
  359. {
  360. nullptr,
  361. "Dear ImGui Vertex buffer",
  362. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  363. WGPU_STRLEN,
  364. #endif
  365. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
  366. MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
  367. false
  368. };
  369. fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
  370. if (!fr->VertexBuffer)
  371. return;
  372. fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
  373. }
  374. if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
  375. {
  376. if (fr->IndexBuffer)
  377. {
  378. wgpuBufferDestroy(fr->IndexBuffer);
  379. wgpuBufferRelease(fr->IndexBuffer);
  380. }
  381. SafeRelease(fr->IndexBufferHost);
  382. fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  383. WGPUBufferDescriptor ib_desc =
  384. {
  385. nullptr,
  386. "Dear ImGui Index buffer",
  387. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  388. WGPU_STRLEN,
  389. #endif
  390. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
  391. MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
  392. false
  393. };
  394. fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
  395. if (!fr->IndexBuffer)
  396. return;
  397. fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
  398. }
  399. // Upload vertex/index data into a single contiguous GPU buffer
  400. ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
  401. ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
  402. for (int n = 0; n < draw_data->CmdListsCount; n++)
  403. {
  404. const ImDrawList* draw_list = draw_data->CmdLists[n];
  405. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  406. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  407. vtx_dst += draw_list->VtxBuffer.Size;
  408. idx_dst += draw_list->IdxBuffer.Size;
  409. }
  410. int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
  411. int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
  412. wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
  413. wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
  414. // Setup desired render state
  415. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  416. // Setup render state structure (for callbacks and custom texture bindings)
  417. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  418. ImGui_ImplWGPU_RenderState render_state;
  419. render_state.Device = bd->wgpuDevice;
  420. render_state.RenderPassEncoder = pass_encoder;
  421. platform_io.Renderer_RenderState = &render_state;
  422. // Render command lists
  423. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  424. int global_vtx_offset = 0;
  425. int global_idx_offset = 0;
  426. ImVec2 clip_scale = draw_data->FramebufferScale;
  427. ImVec2 clip_off = draw_data->DisplayPos;
  428. for (int n = 0; n < draw_data->CmdListsCount; n++)
  429. {
  430. const ImDrawList* draw_list = draw_data->CmdLists[n];
  431. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  432. {
  433. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  434. if (pcmd->UserCallback != nullptr)
  435. {
  436. // User callback, registered via ImDrawList::AddCallback()
  437. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  438. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  439. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  440. else
  441. pcmd->UserCallback(draw_list, pcmd);
  442. }
  443. else
  444. {
  445. // Bind custom texture
  446. ImTextureID tex_id = pcmd->GetTexID();
  447. ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
  448. WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
  449. if (!bind_group)
  450. {
  451. bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
  452. bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
  453. }
  454. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
  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. // Remove all ImageBindGroups
  474. ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups;
  475. for (int i = 0; i < image_bind_groups.Data.Size; i++)
  476. {
  477. WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p;
  478. SafeRelease(bind_group);
  479. }
  480. image_bind_groups.Data.resize(0);
  481. platform_io.Renderer_RenderState = nullptr;
  482. }
  483. static void ImGui_ImplWGPU_CreateFontsTexture()
  484. {
  485. // Build texture atlas
  486. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  487. ImGuiIO& io = ImGui::GetIO();
  488. unsigned char* pixels;
  489. int width, height, size_pp;
  490. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
  491. // Upload texture to graphics system
  492. {
  493. WGPUTextureDescriptor tex_desc = {};
  494. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  495. tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
  496. #else
  497. tex_desc.label = "Dear ImGui Font Texture";
  498. #endif
  499. tex_desc.dimension = WGPUTextureDimension_2D;
  500. tex_desc.size.width = width;
  501. tex_desc.size.height = height;
  502. tex_desc.size.depthOrArrayLayers = 1;
  503. tex_desc.sampleCount = 1;
  504. tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
  505. tex_desc.mipLevelCount = 1;
  506. tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
  507. bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
  508. WGPUTextureViewDescriptor tex_view_desc = {};
  509. tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
  510. tex_view_desc.dimension = WGPUTextureViewDimension_2D;
  511. tex_view_desc.baseMipLevel = 0;
  512. tex_view_desc.mipLevelCount = 1;
  513. tex_view_desc.baseArrayLayer = 0;
  514. tex_view_desc.arrayLayerCount = 1;
  515. tex_view_desc.aspect = WGPUTextureAspect_All;
  516. bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
  517. }
  518. // Upload texture data
  519. {
  520. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  521. WGPUTexelCopyTextureInfo dst_view = {};
  522. #else
  523. WGPUImageCopyTexture dst_view = {};
  524. #endif
  525. dst_view.texture = bd->renderResources.FontTexture;
  526. dst_view.mipLevel = 0;
  527. dst_view.origin = { 0, 0, 0 };
  528. dst_view.aspect = WGPUTextureAspect_All;
  529. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  530. WGPUTexelCopyBufferLayout layout = {};
  531. #else
  532. WGPUTextureDataLayout layout = {};
  533. #endif
  534. layout.offset = 0;
  535. layout.bytesPerRow = width * size_pp;
  536. layout.rowsPerImage = height;
  537. WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
  538. wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
  539. }
  540. // Create the associated sampler
  541. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  542. {
  543. WGPUSamplerDescriptor sampler_desc = {};
  544. sampler_desc.minFilter = WGPUFilterMode_Linear;
  545. sampler_desc.magFilter = WGPUFilterMode_Linear;
  546. sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
  547. sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
  548. sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
  549. sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
  550. sampler_desc.maxAnisotropy = 1;
  551. bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
  552. }
  553. // Store our identifier
  554. static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
  555. io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
  556. }
  557. static void ImGui_ImplWGPU_CreateUniformBuffer()
  558. {
  559. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  560. WGPUBufferDescriptor ub_desc =
  561. {
  562. nullptr,
  563. "Dear ImGui Uniform buffer",
  564. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  565. WGPU_STRLEN,
  566. #endif
  567. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
  568. MEMALIGN(sizeof(Uniforms), 16),
  569. false
  570. };
  571. bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
  572. }
  573. bool ImGui_ImplWGPU_CreateDeviceObjects()
  574. {
  575. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  576. if (!bd->wgpuDevice)
  577. return false;
  578. if (bd->pipelineState)
  579. ImGui_ImplWGPU_InvalidateDeviceObjects();
  580. // Create render pipeline
  581. WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
  582. graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
  583. graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
  584. graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
  585. graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
  586. graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
  587. // Bind group layouts
  588. WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
  589. common_bg_layout_entries[0].binding = 0;
  590. common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
  591. common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
  592. common_bg_layout_entries[1].binding = 1;
  593. common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
  594. common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
  595. WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
  596. image_bg_layout_entries[0].binding = 0;
  597. image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
  598. image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
  599. image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
  600. WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
  601. common_bg_layout_desc.entryCount = 2;
  602. common_bg_layout_desc.entries = common_bg_layout_entries;
  603. WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
  604. image_bg_layout_desc.entryCount = 1;
  605. image_bg_layout_desc.entries = image_bg_layout_entries;
  606. WGPUBindGroupLayout bg_layouts[2];
  607. bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
  608. bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
  609. WGPUPipelineLayoutDescriptor layout_desc = {};
  610. layout_desc.bindGroupLayoutCount = 2;
  611. layout_desc.bindGroupLayouts = bg_layouts;
  612. graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
  613. // Create the vertex shader
  614. WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
  615. graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
  616. graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
  617. // Vertex input configuration
  618. WGPUVertexAttribute attribute_desc[] =
  619. {
  620. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  621. { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
  622. { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
  623. { nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
  624. #else
  625. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
  626. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
  627. { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
  628. #endif
  629. };
  630. WGPUVertexBufferLayout buffer_layouts[1];
  631. buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
  632. buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
  633. buffer_layouts[0].attributeCount = 3;
  634. buffer_layouts[0].attributes = attribute_desc;
  635. graphics_pipeline_desc.vertex.bufferCount = 1;
  636. graphics_pipeline_desc.vertex.buffers = buffer_layouts;
  637. // Create the pixel shader
  638. WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
  639. // Create the blending setup
  640. WGPUBlendState blend_state = {};
  641. blend_state.alpha.operation = WGPUBlendOperation_Add;
  642. blend_state.alpha.srcFactor = WGPUBlendFactor_One;
  643. blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  644. blend_state.color.operation = WGPUBlendOperation_Add;
  645. blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
  646. blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  647. WGPUColorTargetState color_state = {};
  648. color_state.format = bd->renderTargetFormat;
  649. color_state.blend = &blend_state;
  650. color_state.writeMask = WGPUColorWriteMask_All;
  651. WGPUFragmentState fragment_state = {};
  652. fragment_state.module = pixel_shader_desc.module;
  653. fragment_state.entryPoint = pixel_shader_desc.entryPoint;
  654. fragment_state.targetCount = 1;
  655. fragment_state.targets = &color_state;
  656. graphics_pipeline_desc.fragment = &fragment_state;
  657. // Create depth-stencil State
  658. WGPUDepthStencilState depth_stencil_state = {};
  659. depth_stencil_state.format = bd->depthStencilFormat;
  660. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  661. depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
  662. #else
  663. depth_stencil_state.depthWriteEnabled = false;
  664. #endif
  665. depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
  666. depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
  667. depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
  668. depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
  669. depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
  670. depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
  671. depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
  672. depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
  673. depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
  674. // Configure disabled depth-stencil state
  675. graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
  676. bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
  677. ImGui_ImplWGPU_CreateFontsTexture();
  678. ImGui_ImplWGPU_CreateUniformBuffer();
  679. // Create resource bind group
  680. WGPUBindGroupEntry common_bg_entries[] =
  681. {
  682. { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
  683. { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
  684. };
  685. WGPUBindGroupDescriptor common_bg_descriptor = {};
  686. common_bg_descriptor.layout = bg_layouts[0];
  687. common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
  688. common_bg_descriptor.entries = common_bg_entries;
  689. bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
  690. bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
  691. SafeRelease(vertex_shader_desc.module);
  692. SafeRelease(pixel_shader_desc.module);
  693. SafeRelease(graphics_pipeline_desc.layout);
  694. SafeRelease(bg_layouts[0]);
  695. return true;
  696. }
  697. void ImGui_ImplWGPU_InvalidateDeviceObjects()
  698. {
  699. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  700. if (!bd->wgpuDevice)
  701. return;
  702. SafeRelease(bd->pipelineState);
  703. SafeRelease(bd->renderResources);
  704. ImGuiIO& io = ImGui::GetIO();
  705. io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
  706. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  707. SafeRelease(bd->pFrameResources[i]);
  708. }
  709. bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
  710. {
  711. ImGuiIO& io = ImGui::GetIO();
  712. IMGUI_CHECKVERSION();
  713. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  714. // Setup backend capabilities flags
  715. ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
  716. io.BackendRendererUserData = (void*)bd;
  717. #if defined(__EMSCRIPTEN__)
  718. io.BackendRendererName = "imgui_impl_webgpu_emscripten";
  719. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
  720. io.BackendRendererName = "imgui_impl_webgpu_dawn";
  721. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  722. io.BackendRendererName = "imgui_impl_webgpu_wgpu";
  723. #else
  724. io.BackendRendererName = "imgui_impl_webgpu";
  725. #endif
  726. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  727. bd->initInfo = *init_info;
  728. bd->wgpuDevice = init_info->Device;
  729. bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
  730. bd->renderTargetFormat = init_info->RenderTargetFormat;
  731. bd->depthStencilFormat = init_info->DepthStencilFormat;
  732. bd->numFramesInFlight = init_info->NumFramesInFlight;
  733. bd->frameIndex = UINT_MAX;
  734. bd->renderResources.FontTexture = nullptr;
  735. bd->renderResources.FontTextureView = nullptr;
  736. bd->renderResources.Sampler = nullptr;
  737. bd->renderResources.Uniforms = nullptr;
  738. bd->renderResources.CommonBindGroup = nullptr;
  739. bd->renderResources.ImageBindGroups.Data.reserve(100);
  740. bd->renderResources.ImageBindGroupLayout = nullptr;
  741. // Create buffers with a default size (they will later be grown as needed)
  742. bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
  743. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  744. {
  745. FrameResources* fr = &bd->pFrameResources[i];
  746. fr->IndexBuffer = nullptr;
  747. fr->VertexBuffer = nullptr;
  748. fr->IndexBufferHost = nullptr;
  749. fr->VertexBufferHost = nullptr;
  750. fr->IndexBufferSize = 10000;
  751. fr->VertexBufferSize = 5000;
  752. }
  753. return true;
  754. }
  755. void ImGui_ImplWGPU_Shutdown()
  756. {
  757. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  758. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  759. ImGuiIO& io = ImGui::GetIO();
  760. ImGui_ImplWGPU_InvalidateDeviceObjects();
  761. delete[] bd->pFrameResources;
  762. bd->pFrameResources = nullptr;
  763. wgpuQueueRelease(bd->defaultQueue);
  764. bd->wgpuDevice = nullptr;
  765. bd->numFramesInFlight = 0;
  766. bd->frameIndex = UINT_MAX;
  767. io.BackendRendererName = nullptr;
  768. io.BackendRendererUserData = nullptr;
  769. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  770. IM_DELETE(bd);
  771. }
  772. void ImGui_ImplWGPU_NewFrame()
  773. {
  774. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  775. if (!bd->pipelineState)
  776. ImGui_ImplWGPU_CreateDeviceObjects();
  777. }
  778. //-----------------------------------------------------------------------------
  779. #endif // #ifndef IMGUI_DISABLE