imgui_impl_wgpu.cpp 37 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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // Learn about Dear ImGui:
  11. // - FAQ https://dearimgui.com/faq
  12. // - Getting Started https://dearimgui.com/getting-started
  13. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  14. // - Introduction, links and more at the top of imgui.cpp
  15. // CHANGELOG
  16. // (minor and older changes stripped away, please see git history for details)
  17. // 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
  18. // 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
  19. // 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  20. // 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  21. // 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)
  22. // 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
  23. // 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
  24. // 2024-01-22: Fixed pipeline layout leak. (#7245)
  25. // 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
  26. // 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
  27. // 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
  28. // 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).
  29. // 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
  30. // 2022-11-24: Fixed validation error with default depth buffer settings.
  31. // 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
  32. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  33. // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
  34. // 2021-08-24: Fixed for latest specs.
  35. // 2021-05-24: Add support for draw_data->FramebufferScale.
  36. // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  37. // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
  38. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
  39. // 2021-01-28: Initial version.
  40. #include "imgui.h"
  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. #ifndef IMGUI_DISABLE
  53. #include "imgui_impl_wgpu.h"
  54. #include <limits.h>
  55. #include <webgpu/webgpu.h>
  56. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  57. // Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
  58. // Using type alias until WGPU adopts the same naming convention (#8369)
  59. using WGPUProgrammableStageDescriptor = WGPUComputeState;
  60. #endif
  61. // Dear ImGui prototypes from imgui_internal.h
  62. extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
  63. #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
  64. // WebGPU data
  65. struct RenderResources
  66. {
  67. WGPUTexture FontTexture = nullptr; // Font texture
  68. WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
  69. WGPUSampler Sampler = nullptr; // Sampler for the font texture
  70. WGPUBuffer Uniforms = nullptr; // Shader uniforms
  71. WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
  72. ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
  73. WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
  74. };
  75. struct FrameResources
  76. {
  77. WGPUBuffer IndexBuffer;
  78. WGPUBuffer VertexBuffer;
  79. ImDrawIdx* IndexBufferHost;
  80. ImDrawVert* VertexBufferHost;
  81. int IndexBufferSize;
  82. int VertexBufferSize;
  83. };
  84. struct Uniforms
  85. {
  86. float MVP[4][4];
  87. float Gamma;
  88. };
  89. struct ImGui_ImplWGPU_Data
  90. {
  91. ImGui_ImplWGPU_InitInfo initInfo;
  92. WGPUDevice wgpuDevice = nullptr;
  93. WGPUQueue defaultQueue = nullptr;
  94. WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
  95. WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
  96. WGPURenderPipeline pipelineState = nullptr;
  97. RenderResources renderResources;
  98. FrameResources* pFrameResources = nullptr;
  99. unsigned int numFramesInFlight = 0;
  100. unsigned int frameIndex = UINT_MAX;
  101. };
  102. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  103. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  104. static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
  105. {
  106. return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  107. }
  108. //-----------------------------------------------------------------------------
  109. // SHADERS
  110. //-----------------------------------------------------------------------------
  111. static const char __shader_vert_wgsl[] = R"(
  112. struct VertexInput {
  113. @location(0) position: vec2<f32>,
  114. @location(1) uv: vec2<f32>,
  115. @location(2) color: vec4<f32>,
  116. };
  117. struct VertexOutput {
  118. @builtin(position) position: vec4<f32>,
  119. @location(0) color: vec4<f32>,
  120. @location(1) uv: vec2<f32>,
  121. };
  122. struct Uniforms {
  123. mvp: mat4x4<f32>,
  124. gamma: f32,
  125. };
  126. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  127. @vertex
  128. fn main(in: VertexInput) -> VertexOutput {
  129. var out: VertexOutput;
  130. out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
  131. out.color = in.color;
  132. out.uv = in.uv;
  133. return out;
  134. }
  135. )";
  136. static const char __shader_frag_wgsl[] = R"(
  137. struct VertexOutput {
  138. @builtin(position) position: vec4<f32>,
  139. @location(0) color: vec4<f32>,
  140. @location(1) uv: vec2<f32>,
  141. };
  142. struct Uniforms {
  143. mvp: mat4x4<f32>,
  144. gamma: f32,
  145. };
  146. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  147. @group(0) @binding(1) var s: sampler;
  148. @group(1) @binding(0) var t: texture_2d<f32>;
  149. @fragment
  150. fn main(in: VertexOutput) -> @location(0) vec4<f32> {
  151. let color = in.color * textureSample(t, s, in.uv);
  152. let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
  153. return vec4<f32>(corrected_color, color.a);
  154. }
  155. )";
  156. static void SafeRelease(ImDrawIdx*& res)
  157. {
  158. if (res)
  159. delete[] res;
  160. res = nullptr;
  161. }
  162. static void SafeRelease(ImDrawVert*& res)
  163. {
  164. if (res)
  165. delete[] res;
  166. res = nullptr;
  167. }
  168. static void SafeRelease(WGPUBindGroupLayout& res)
  169. {
  170. if (res)
  171. wgpuBindGroupLayoutRelease(res);
  172. res = nullptr;
  173. }
  174. static void SafeRelease(WGPUBindGroup& res)
  175. {
  176. if (res)
  177. wgpuBindGroupRelease(res);
  178. res = nullptr;
  179. }
  180. static void SafeRelease(WGPUBuffer& res)
  181. {
  182. if (res)
  183. wgpuBufferRelease(res);
  184. res = nullptr;
  185. }
  186. static void SafeRelease(WGPUPipelineLayout& res)
  187. {
  188. if (res)
  189. wgpuPipelineLayoutRelease(res);
  190. res = nullptr;
  191. }
  192. static void SafeRelease(WGPURenderPipeline& res)
  193. {
  194. if (res)
  195. wgpuRenderPipelineRelease(res);
  196. res = nullptr;
  197. }
  198. static void SafeRelease(WGPUSampler& res)
  199. {
  200. if (res)
  201. wgpuSamplerRelease(res);
  202. res = nullptr;
  203. }
  204. static void SafeRelease(WGPUShaderModule& res)
  205. {
  206. if (res)
  207. wgpuShaderModuleRelease(res);
  208. res = nullptr;
  209. }
  210. static void SafeRelease(WGPUTextureView& res)
  211. {
  212. if (res)
  213. wgpuTextureViewRelease(res);
  214. res = nullptr;
  215. }
  216. static void SafeRelease(WGPUTexture& res)
  217. {
  218. if (res)
  219. wgpuTextureRelease(res);
  220. res = nullptr;
  221. }
  222. static void SafeRelease(RenderResources& res)
  223. {
  224. SafeRelease(res.FontTexture);
  225. SafeRelease(res.FontTextureView);
  226. SafeRelease(res.Sampler);
  227. SafeRelease(res.Uniforms);
  228. SafeRelease(res.CommonBindGroup);
  229. SafeRelease(res.ImageBindGroupLayout);
  230. };
  231. static void SafeRelease(FrameResources& res)
  232. {
  233. SafeRelease(res.IndexBuffer);
  234. SafeRelease(res.VertexBuffer);
  235. SafeRelease(res.IndexBufferHost);
  236. SafeRelease(res.VertexBufferHost);
  237. }
  238. static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
  239. {
  240. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  241. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  242. WGPUShaderSourceWGSL wgsl_desc = {};
  243. wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
  244. wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
  245. #else
  246. WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
  247. wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
  248. wgsl_desc.code = wgsl_source;
  249. #endif
  250. WGPUShaderModuleDescriptor desc = {};
  251. desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
  252. WGPUProgrammableStageDescriptor stage_desc = {};
  253. stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
  254. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  255. stage_desc.entryPoint = { "main", WGPU_STRLEN };
  256. #else
  257. stage_desc.entryPoint = "main";
  258. #endif
  259. return stage_desc;
  260. }
  261. static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
  262. {
  263. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  264. WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
  265. WGPUBindGroupDescriptor image_bg_descriptor = {};
  266. image_bg_descriptor.layout = layout;
  267. image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
  268. image_bg_descriptor.entries = image_bg_entries;
  269. return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
  270. }
  271. static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
  272. {
  273. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  274. // Setup orthographic projection matrix into our constant buffer
  275. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  276. {
  277. float L = draw_data->DisplayPos.x;
  278. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  279. float T = draw_data->DisplayPos.y;
  280. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  281. float mvp[4][4] =
  282. {
  283. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  284. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  285. { 0.0f, 0.0f, 0.5f, 0.0f },
  286. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  287. };
  288. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
  289. float gamma;
  290. switch (bd->renderTargetFormat)
  291. {
  292. case WGPUTextureFormat_ASTC10x10UnormSrgb:
  293. case WGPUTextureFormat_ASTC10x5UnormSrgb:
  294. case WGPUTextureFormat_ASTC10x6UnormSrgb:
  295. case WGPUTextureFormat_ASTC10x8UnormSrgb:
  296. case WGPUTextureFormat_ASTC12x10UnormSrgb:
  297. case WGPUTextureFormat_ASTC12x12UnormSrgb:
  298. case WGPUTextureFormat_ASTC4x4UnormSrgb:
  299. case WGPUTextureFormat_ASTC5x5UnormSrgb:
  300. case WGPUTextureFormat_ASTC6x5UnormSrgb:
  301. case WGPUTextureFormat_ASTC6x6UnormSrgb:
  302. case WGPUTextureFormat_ASTC8x5UnormSrgb:
  303. case WGPUTextureFormat_ASTC8x6UnormSrgb:
  304. case WGPUTextureFormat_ASTC8x8UnormSrgb:
  305. case WGPUTextureFormat_BC1RGBAUnormSrgb:
  306. case WGPUTextureFormat_BC2RGBAUnormSrgb:
  307. case WGPUTextureFormat_BC3RGBAUnormSrgb:
  308. case WGPUTextureFormat_BC7RGBAUnormSrgb:
  309. case WGPUTextureFormat_BGRA8UnormSrgb:
  310. case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
  311. case WGPUTextureFormat_ETC2RGB8UnormSrgb:
  312. case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
  313. case WGPUTextureFormat_RGBA8UnormSrgb:
  314. gamma = 2.2f;
  315. break;
  316. default:
  317. gamma = 1.0f;
  318. }
  319. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
  320. }
  321. // Setup viewport
  322. wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
  323. // Bind shader and vertex buffers
  324. wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
  325. wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
  326. wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
  327. wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
  328. // Setup blend factor
  329. WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
  330. wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
  331. }
  332. // Render function
  333. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  334. void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
  335. {
  336. // Avoid rendering when minimized
  337. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  338. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  339. if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
  340. return;
  341. // FIXME: Assuming that this only gets called once per frame!
  342. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
  343. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  344. bd->frameIndex = bd->frameIndex + 1;
  345. FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
  346. // Create and grow vertex/index buffers if needed
  347. if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
  348. {
  349. if (fr->VertexBuffer)
  350. {
  351. wgpuBufferDestroy(fr->VertexBuffer);
  352. wgpuBufferRelease(fr->VertexBuffer);
  353. }
  354. SafeRelease(fr->VertexBufferHost);
  355. fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  356. WGPUBufferDescriptor vb_desc =
  357. {
  358. nullptr,
  359. "Dear ImGui Vertex buffer",
  360. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  361. WGPU_STRLEN,
  362. #endif
  363. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
  364. MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
  365. false
  366. };
  367. fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
  368. if (!fr->VertexBuffer)
  369. return;
  370. fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
  371. }
  372. if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
  373. {
  374. if (fr->IndexBuffer)
  375. {
  376. wgpuBufferDestroy(fr->IndexBuffer);
  377. wgpuBufferRelease(fr->IndexBuffer);
  378. }
  379. SafeRelease(fr->IndexBufferHost);
  380. fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  381. WGPUBufferDescriptor ib_desc =
  382. {
  383. nullptr,
  384. "Dear ImGui Index buffer",
  385. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  386. WGPU_STRLEN,
  387. #endif
  388. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
  389. MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
  390. false
  391. };
  392. fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
  393. if (!fr->IndexBuffer)
  394. return;
  395. fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
  396. }
  397. // Upload vertex/index data into a single contiguous GPU buffer
  398. ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
  399. ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
  400. for (int n = 0; n < draw_data->CmdListsCount; n++)
  401. {
  402. const ImDrawList* draw_list = draw_data->CmdLists[n];
  403. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  404. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  405. vtx_dst += draw_list->VtxBuffer.Size;
  406. idx_dst += draw_list->IdxBuffer.Size;
  407. }
  408. int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
  409. int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
  410. wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
  411. wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
  412. // Setup desired render state
  413. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  414. // Setup render state structure (for callbacks and custom texture bindings)
  415. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  416. ImGui_ImplWGPU_RenderState render_state;
  417. render_state.Device = bd->wgpuDevice;
  418. render_state.RenderPassEncoder = pass_encoder;
  419. platform_io.Renderer_RenderState = &render_state;
  420. // Render command lists
  421. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  422. int global_vtx_offset = 0;
  423. int global_idx_offset = 0;
  424. ImVec2 clip_scale = draw_data->FramebufferScale;
  425. ImVec2 clip_off = draw_data->DisplayPos;
  426. for (int n = 0; n < draw_data->CmdListsCount; n++)
  427. {
  428. const ImDrawList* draw_list = draw_data->CmdLists[n];
  429. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  430. {
  431. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  432. if (pcmd->UserCallback != nullptr)
  433. {
  434. // User callback, registered via ImDrawList::AddCallback()
  435. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  436. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  437. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  438. else
  439. pcmd->UserCallback(draw_list, pcmd);
  440. }
  441. else
  442. {
  443. // Bind custom texture
  444. ImTextureID tex_id = pcmd->GetTexID();
  445. ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
  446. WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
  447. if (!bind_group)
  448. {
  449. bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
  450. bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
  451. }
  452. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
  453. // Project scissor/clipping rectangles into framebuffer space
  454. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  455. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  456. // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
  457. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  458. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  459. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  460. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  461. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  462. continue;
  463. // Apply scissor/clipping rectangle, Draw
  464. 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));
  465. wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  466. }
  467. }
  468. global_idx_offset += draw_list->IdxBuffer.Size;
  469. global_vtx_offset += draw_list->VtxBuffer.Size;
  470. }
  471. // Remove all ImageBindGroups
  472. ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups;
  473. for (int i = 0; i < image_bind_groups.Data.Size; i++)
  474. {
  475. WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p;
  476. SafeRelease(bind_group);
  477. }
  478. image_bind_groups.Data.resize(0);
  479. platform_io.Renderer_RenderState = nullptr;
  480. }
  481. static void ImGui_ImplWGPU_CreateFontsTexture()
  482. {
  483. // Build texture atlas
  484. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  485. ImGuiIO& io = ImGui::GetIO();
  486. unsigned char* pixels;
  487. int width, height, size_pp;
  488. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
  489. // Upload texture to graphics system
  490. {
  491. WGPUTextureDescriptor tex_desc = {};
  492. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  493. tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
  494. #else
  495. tex_desc.label = "Dear ImGui Font Texture";
  496. #endif
  497. tex_desc.dimension = WGPUTextureDimension_2D;
  498. tex_desc.size.width = width;
  499. tex_desc.size.height = height;
  500. tex_desc.size.depthOrArrayLayers = 1;
  501. tex_desc.sampleCount = 1;
  502. tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
  503. tex_desc.mipLevelCount = 1;
  504. tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
  505. bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
  506. WGPUTextureViewDescriptor tex_view_desc = {};
  507. tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
  508. tex_view_desc.dimension = WGPUTextureViewDimension_2D;
  509. tex_view_desc.baseMipLevel = 0;
  510. tex_view_desc.mipLevelCount = 1;
  511. tex_view_desc.baseArrayLayer = 0;
  512. tex_view_desc.arrayLayerCount = 1;
  513. tex_view_desc.aspect = WGPUTextureAspect_All;
  514. bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
  515. }
  516. // Upload texture data
  517. {
  518. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  519. WGPUTexelCopyTextureInfo dst_view = {};
  520. #else
  521. WGPUImageCopyTexture dst_view = {};
  522. #endif
  523. dst_view.texture = bd->renderResources.FontTexture;
  524. dst_view.mipLevel = 0;
  525. dst_view.origin = { 0, 0, 0 };
  526. dst_view.aspect = WGPUTextureAspect_All;
  527. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  528. WGPUTexelCopyBufferLayout layout = {};
  529. #else
  530. WGPUTextureDataLayout layout = {};
  531. #endif
  532. layout.offset = 0;
  533. layout.bytesPerRow = width * size_pp;
  534. layout.rowsPerImage = height;
  535. WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
  536. wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
  537. }
  538. // Create the associated sampler
  539. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  540. {
  541. WGPUSamplerDescriptor sampler_desc = {};
  542. sampler_desc.minFilter = WGPUFilterMode_Linear;
  543. sampler_desc.magFilter = WGPUFilterMode_Linear;
  544. sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
  545. sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
  546. sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
  547. sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
  548. sampler_desc.maxAnisotropy = 1;
  549. bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
  550. }
  551. // Store our identifier
  552. static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
  553. io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
  554. }
  555. static void ImGui_ImplWGPU_CreateUniformBuffer()
  556. {
  557. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  558. WGPUBufferDescriptor ub_desc =
  559. {
  560. nullptr,
  561. "Dear ImGui Uniform buffer",
  562. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  563. WGPU_STRLEN,
  564. #endif
  565. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
  566. MEMALIGN(sizeof(Uniforms), 16),
  567. false
  568. };
  569. bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
  570. }
  571. bool ImGui_ImplWGPU_CreateDeviceObjects()
  572. {
  573. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  574. if (!bd->wgpuDevice)
  575. return false;
  576. if (bd->pipelineState)
  577. ImGui_ImplWGPU_InvalidateDeviceObjects();
  578. // Create render pipeline
  579. WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
  580. graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
  581. graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
  582. graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
  583. graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
  584. graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
  585. // Bind group layouts
  586. WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
  587. common_bg_layout_entries[0].binding = 0;
  588. common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
  589. common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
  590. common_bg_layout_entries[1].binding = 1;
  591. common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
  592. common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
  593. WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
  594. image_bg_layout_entries[0].binding = 0;
  595. image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
  596. image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
  597. image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
  598. WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
  599. common_bg_layout_desc.entryCount = 2;
  600. common_bg_layout_desc.entries = common_bg_layout_entries;
  601. WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
  602. image_bg_layout_desc.entryCount = 1;
  603. image_bg_layout_desc.entries = image_bg_layout_entries;
  604. WGPUBindGroupLayout bg_layouts[2];
  605. bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
  606. bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
  607. WGPUPipelineLayoutDescriptor layout_desc = {};
  608. layout_desc.bindGroupLayoutCount = 2;
  609. layout_desc.bindGroupLayouts = bg_layouts;
  610. graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
  611. // Create the vertex shader
  612. WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
  613. graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
  614. graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
  615. // Vertex input configuration
  616. WGPUVertexAttribute attribute_desc[] =
  617. {
  618. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  619. { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
  620. { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
  621. { nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
  622. #else
  623. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
  624. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
  625. { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
  626. #endif
  627. };
  628. WGPUVertexBufferLayout buffer_layouts[1];
  629. buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
  630. buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
  631. buffer_layouts[0].attributeCount = 3;
  632. buffer_layouts[0].attributes = attribute_desc;
  633. graphics_pipeline_desc.vertex.bufferCount = 1;
  634. graphics_pipeline_desc.vertex.buffers = buffer_layouts;
  635. // Create the pixel shader
  636. WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
  637. // Create the blending setup
  638. WGPUBlendState blend_state = {};
  639. blend_state.alpha.operation = WGPUBlendOperation_Add;
  640. blend_state.alpha.srcFactor = WGPUBlendFactor_One;
  641. blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  642. blend_state.color.operation = WGPUBlendOperation_Add;
  643. blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
  644. blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  645. WGPUColorTargetState color_state = {};
  646. color_state.format = bd->renderTargetFormat;
  647. color_state.blend = &blend_state;
  648. color_state.writeMask = WGPUColorWriteMask_All;
  649. WGPUFragmentState fragment_state = {};
  650. fragment_state.module = pixel_shader_desc.module;
  651. fragment_state.entryPoint = pixel_shader_desc.entryPoint;
  652. fragment_state.targetCount = 1;
  653. fragment_state.targets = &color_state;
  654. graphics_pipeline_desc.fragment = &fragment_state;
  655. // Create depth-stencil State
  656. WGPUDepthStencilState depth_stencil_state = {};
  657. depth_stencil_state.format = bd->depthStencilFormat;
  658. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  659. depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
  660. #else
  661. depth_stencil_state.depthWriteEnabled = false;
  662. #endif
  663. depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
  664. depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
  665. depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
  666. depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
  667. depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
  668. depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
  669. depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
  670. depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
  671. depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
  672. // Configure disabled depth-stencil state
  673. graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
  674. bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
  675. ImGui_ImplWGPU_CreateFontsTexture();
  676. ImGui_ImplWGPU_CreateUniformBuffer();
  677. // Create resource bind group
  678. WGPUBindGroupEntry common_bg_entries[] =
  679. {
  680. { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
  681. { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
  682. };
  683. WGPUBindGroupDescriptor common_bg_descriptor = {};
  684. common_bg_descriptor.layout = bg_layouts[0];
  685. common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
  686. common_bg_descriptor.entries = common_bg_entries;
  687. bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
  688. bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
  689. SafeRelease(vertex_shader_desc.module);
  690. SafeRelease(pixel_shader_desc.module);
  691. SafeRelease(graphics_pipeline_desc.layout);
  692. SafeRelease(bg_layouts[0]);
  693. return true;
  694. }
  695. void ImGui_ImplWGPU_InvalidateDeviceObjects()
  696. {
  697. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  698. if (!bd->wgpuDevice)
  699. return;
  700. SafeRelease(bd->pipelineState);
  701. SafeRelease(bd->renderResources);
  702. ImGuiIO& io = ImGui::GetIO();
  703. io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
  704. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  705. SafeRelease(bd->pFrameResources[i]);
  706. }
  707. bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
  708. {
  709. ImGuiIO& io = ImGui::GetIO();
  710. IMGUI_CHECKVERSION();
  711. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  712. // Setup backend capabilities flags
  713. ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
  714. io.BackendRendererUserData = (void*)bd;
  715. #if defined(__EMSCRIPTEN__)
  716. io.BackendRendererName = "imgui_impl_webgpu_emscripten";
  717. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
  718. io.BackendRendererName = "imgui_impl_webgpu_dawn";
  719. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  720. io.BackendRendererName = "imgui_impl_webgpu_wgpu";
  721. #else
  722. io.BackendRendererName = "imgui_impl_webgpu";
  723. #endif
  724. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  725. bd->initInfo = *init_info;
  726. bd->wgpuDevice = init_info->Device;
  727. bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
  728. bd->renderTargetFormat = init_info->RenderTargetFormat;
  729. bd->depthStencilFormat = init_info->DepthStencilFormat;
  730. bd->numFramesInFlight = init_info->NumFramesInFlight;
  731. bd->frameIndex = UINT_MAX;
  732. bd->renderResources.FontTexture = nullptr;
  733. bd->renderResources.FontTextureView = nullptr;
  734. bd->renderResources.Sampler = nullptr;
  735. bd->renderResources.Uniforms = nullptr;
  736. bd->renderResources.CommonBindGroup = nullptr;
  737. bd->renderResources.ImageBindGroups.Data.reserve(100);
  738. bd->renderResources.ImageBindGroupLayout = nullptr;
  739. // Create buffers with a default size (they will later be grown as needed)
  740. bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
  741. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  742. {
  743. FrameResources* fr = &bd->pFrameResources[i];
  744. fr->IndexBuffer = nullptr;
  745. fr->VertexBuffer = nullptr;
  746. fr->IndexBufferHost = nullptr;
  747. fr->VertexBufferHost = nullptr;
  748. fr->IndexBufferSize = 10000;
  749. fr->VertexBufferSize = 5000;
  750. }
  751. return true;
  752. }
  753. void ImGui_ImplWGPU_Shutdown()
  754. {
  755. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  756. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  757. ImGuiIO& io = ImGui::GetIO();
  758. ImGui_ImplWGPU_InvalidateDeviceObjects();
  759. delete[] bd->pFrameResources;
  760. bd->pFrameResources = nullptr;
  761. wgpuQueueRelease(bd->defaultQueue);
  762. bd->wgpuDevice = nullptr;
  763. bd->numFramesInFlight = 0;
  764. bd->frameIndex = UINT_MAX;
  765. io.BackendRendererName = nullptr;
  766. io.BackendRendererUserData = nullptr;
  767. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  768. IM_DELETE(bd);
  769. }
  770. void ImGui_ImplWGPU_NewFrame()
  771. {
  772. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  773. if (!bd->pipelineState)
  774. ImGui_ImplWGPU_CreateDeviceObjects();
  775. }
  776. //-----------------------------------------------------------------------------
  777. #endif // #ifndef IMGUI_DISABLE