imgui_impl_wgpu.cpp 39 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/ImTextureRef!
  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. // [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
  9. // Missing features or Issues:
  10. // [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
  11. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  12. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  13. // Learn about Dear ImGui:
  14. // - FAQ https://dearimgui.com/faq
  15. // - Getting Started https://dearimgui.com/getting-started
  16. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  17. // - Introduction, links and more at the top of imgui.cpp
  18. // CHANGELOG
  19. // (minor and older changes stripped away, please see git history for details)
  20. // 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465)
  21. // 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
  22. // 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
  23. // 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  24. // 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  25. // 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)
  26. // 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
  27. // 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
  28. // 2024-01-22: Fixed pipeline layout leak. (#7245)
  29. // 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
  30. // 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
  31. // 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
  32. // 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).
  33. // 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
  34. // 2022-11-24: Fixed validation error with default depth buffer settings.
  35. // 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
  36. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  37. // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
  38. // 2021-08-24: Fixed for latest specs.
  39. // 2021-05-24: Add support for draw_data->FramebufferScale.
  40. // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  41. // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
  42. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
  43. // 2021-01-28: Initial version.
  44. #include "imgui.h"
  45. // When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  46. // or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
  47. #ifndef __EMSCRIPTEN__
  48. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  49. #error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
  50. #endif
  51. #else
  52. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  53. #error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
  54. #endif
  55. #endif
  56. #ifndef IMGUI_DISABLE
  57. #include "imgui_impl_wgpu.h"
  58. #include <limits.h>
  59. #include <webgpu/webgpu.h>
  60. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  61. // Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
  62. // Using type alias until WGPU adopts the same naming convention (#8369)
  63. using WGPUProgrammableStageDescriptor = WGPUComputeState;
  64. #endif
  65. // Dear ImGui prototypes from imgui_internal.h
  66. extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
  67. #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
  68. // WebGPU data
  69. struct ImGui_ImplWGPU_Texture
  70. {
  71. WGPUTexture Texture = nullptr;
  72. WGPUTextureView TextureView = nullptr;
  73. };
  74. struct RenderResources
  75. {
  76. WGPUSampler Sampler = nullptr; // Sampler for textures
  77. WGPUBuffer Uniforms = nullptr; // Shader uniforms
  78. WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
  79. ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
  80. WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
  81. };
  82. struct FrameResources
  83. {
  84. WGPUBuffer IndexBuffer;
  85. WGPUBuffer VertexBuffer;
  86. ImDrawIdx* IndexBufferHost;
  87. ImDrawVert* VertexBufferHost;
  88. int IndexBufferSize;
  89. int VertexBufferSize;
  90. };
  91. struct Uniforms
  92. {
  93. float MVP[4][4];
  94. float Gamma;
  95. };
  96. struct ImGui_ImplWGPU_Data
  97. {
  98. ImGui_ImplWGPU_InitInfo initInfo;
  99. WGPUDevice wgpuDevice = nullptr;
  100. WGPUQueue defaultQueue = nullptr;
  101. WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
  102. WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
  103. WGPURenderPipeline pipelineState = nullptr;
  104. RenderResources renderResources;
  105. FrameResources* pFrameResources = nullptr;
  106. unsigned int numFramesInFlight = 0;
  107. unsigned int frameIndex = UINT_MAX;
  108. };
  109. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  110. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  111. static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
  112. {
  113. return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  114. }
  115. //-----------------------------------------------------------------------------
  116. // SHADERS
  117. //-----------------------------------------------------------------------------
  118. static const char __shader_vert_wgsl[] = R"(
  119. struct VertexInput {
  120. @location(0) position: vec2<f32>,
  121. @location(1) uv: vec2<f32>,
  122. @location(2) color: vec4<f32>,
  123. };
  124. struct VertexOutput {
  125. @builtin(position) position: vec4<f32>,
  126. @location(0) color: vec4<f32>,
  127. @location(1) uv: vec2<f32>,
  128. };
  129. struct Uniforms {
  130. mvp: mat4x4<f32>,
  131. gamma: f32,
  132. };
  133. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  134. @vertex
  135. fn main(in: VertexInput) -> VertexOutput {
  136. var out: VertexOutput;
  137. out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
  138. out.color = in.color;
  139. out.uv = in.uv;
  140. return out;
  141. }
  142. )";
  143. static const char __shader_frag_wgsl[] = R"(
  144. struct VertexOutput {
  145. @builtin(position) position: vec4<f32>,
  146. @location(0) color: vec4<f32>,
  147. @location(1) uv: vec2<f32>,
  148. };
  149. struct Uniforms {
  150. mvp: mat4x4<f32>,
  151. gamma: f32,
  152. };
  153. @group(0) @binding(0) var<uniform> uniforms: Uniforms;
  154. @group(0) @binding(1) var s: sampler;
  155. @group(1) @binding(0) var t: texture_2d<f32>;
  156. @fragment
  157. fn main(in: VertexOutput) -> @location(0) vec4<f32> {
  158. let color = in.color * textureSample(t, s, in.uv);
  159. let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
  160. return vec4<f32>(corrected_color, color.a);
  161. }
  162. )";
  163. static void SafeRelease(ImDrawIdx*& res)
  164. {
  165. if (res)
  166. delete[] res;
  167. res = nullptr;
  168. }
  169. static void SafeRelease(ImDrawVert*& res)
  170. {
  171. if (res)
  172. delete[] res;
  173. res = nullptr;
  174. }
  175. static void SafeRelease(WGPUBindGroupLayout& res)
  176. {
  177. if (res)
  178. wgpuBindGroupLayoutRelease(res);
  179. res = nullptr;
  180. }
  181. static void SafeRelease(WGPUBindGroup& res)
  182. {
  183. if (res)
  184. wgpuBindGroupRelease(res);
  185. res = nullptr;
  186. }
  187. static void SafeRelease(WGPUBuffer& res)
  188. {
  189. if (res)
  190. wgpuBufferRelease(res);
  191. res = nullptr;
  192. }
  193. static void SafeRelease(WGPUPipelineLayout& res)
  194. {
  195. if (res)
  196. wgpuPipelineLayoutRelease(res);
  197. res = nullptr;
  198. }
  199. static void SafeRelease(WGPURenderPipeline& res)
  200. {
  201. if (res)
  202. wgpuRenderPipelineRelease(res);
  203. res = nullptr;
  204. }
  205. static void SafeRelease(WGPUSampler& res)
  206. {
  207. if (res)
  208. wgpuSamplerRelease(res);
  209. res = nullptr;
  210. }
  211. static void SafeRelease(WGPUShaderModule& res)
  212. {
  213. if (res)
  214. wgpuShaderModuleRelease(res);
  215. res = nullptr;
  216. }
  217. static void SafeRelease(RenderResources& res)
  218. {
  219. SafeRelease(res.Sampler);
  220. SafeRelease(res.Uniforms);
  221. SafeRelease(res.CommonBindGroup);
  222. SafeRelease(res.ImageBindGroupLayout);
  223. };
  224. static void SafeRelease(FrameResources& res)
  225. {
  226. SafeRelease(res.IndexBuffer);
  227. SafeRelease(res.VertexBuffer);
  228. SafeRelease(res.IndexBufferHost);
  229. SafeRelease(res.VertexBufferHost);
  230. }
  231. static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
  232. {
  233. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  234. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  235. WGPUShaderSourceWGSL wgsl_desc = {};
  236. wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
  237. wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
  238. #else
  239. WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
  240. wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
  241. wgsl_desc.code = wgsl_source;
  242. #endif
  243. WGPUShaderModuleDescriptor desc = {};
  244. desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
  245. WGPUProgrammableStageDescriptor stage_desc = {};
  246. stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
  247. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  248. stage_desc.entryPoint = { "main", WGPU_STRLEN };
  249. #else
  250. stage_desc.entryPoint = "main";
  251. #endif
  252. return stage_desc;
  253. }
  254. static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
  255. {
  256. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  257. WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
  258. WGPUBindGroupDescriptor image_bg_descriptor = {};
  259. image_bg_descriptor.layout = layout;
  260. image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
  261. image_bg_descriptor.entries = image_bg_entries;
  262. return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
  263. }
  264. static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
  265. {
  266. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  267. // Setup orthographic projection matrix into our constant buffer
  268. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  269. {
  270. float L = draw_data->DisplayPos.x;
  271. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  272. float T = draw_data->DisplayPos.y;
  273. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  274. float mvp[4][4] =
  275. {
  276. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  277. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  278. { 0.0f, 0.0f, 0.5f, 0.0f },
  279. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  280. };
  281. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
  282. float gamma;
  283. switch (bd->renderTargetFormat)
  284. {
  285. case WGPUTextureFormat_ASTC10x10UnormSrgb:
  286. case WGPUTextureFormat_ASTC10x5UnormSrgb:
  287. case WGPUTextureFormat_ASTC10x6UnormSrgb:
  288. case WGPUTextureFormat_ASTC10x8UnormSrgb:
  289. case WGPUTextureFormat_ASTC12x10UnormSrgb:
  290. case WGPUTextureFormat_ASTC12x12UnormSrgb:
  291. case WGPUTextureFormat_ASTC4x4UnormSrgb:
  292. case WGPUTextureFormat_ASTC5x5UnormSrgb:
  293. case WGPUTextureFormat_ASTC6x5UnormSrgb:
  294. case WGPUTextureFormat_ASTC6x6UnormSrgb:
  295. case WGPUTextureFormat_ASTC8x5UnormSrgb:
  296. case WGPUTextureFormat_ASTC8x6UnormSrgb:
  297. case WGPUTextureFormat_ASTC8x8UnormSrgb:
  298. case WGPUTextureFormat_BC1RGBAUnormSrgb:
  299. case WGPUTextureFormat_BC2RGBAUnormSrgb:
  300. case WGPUTextureFormat_BC3RGBAUnormSrgb:
  301. case WGPUTextureFormat_BC7RGBAUnormSrgb:
  302. case WGPUTextureFormat_BGRA8UnormSrgb:
  303. case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
  304. case WGPUTextureFormat_ETC2RGB8UnormSrgb:
  305. case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
  306. case WGPUTextureFormat_RGBA8UnormSrgb:
  307. gamma = 2.2f;
  308. break;
  309. default:
  310. gamma = 1.0f;
  311. }
  312. wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
  313. }
  314. // Setup viewport
  315. wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
  316. // Bind shader and vertex buffers
  317. wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
  318. wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
  319. wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
  320. wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
  321. // Setup blend factor
  322. WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
  323. wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
  324. }
  325. // Render function
  326. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  327. void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
  328. {
  329. // Avoid rendering when minimized
  330. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  331. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  332. if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
  333. return;
  334. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  335. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  336. if (draw_data->Textures != nullptr)
  337. for (ImTextureData* tex : *draw_data->Textures)
  338. if (tex->Status != ImTextureStatus_OK)
  339. ImGui_ImplWGPU_UpdateTexture(tex);
  340. // FIXME: Assuming that this only gets called once per frame!
  341. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
  342. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  343. bd->frameIndex = bd->frameIndex + 1;
  344. FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
  345. // Create and grow vertex/index buffers if needed
  346. if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
  347. {
  348. if (fr->VertexBuffer)
  349. {
  350. wgpuBufferDestroy(fr->VertexBuffer);
  351. wgpuBufferRelease(fr->VertexBuffer);
  352. }
  353. SafeRelease(fr->VertexBufferHost);
  354. fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  355. WGPUBufferDescriptor vb_desc =
  356. {
  357. nullptr,
  358. "Dear ImGui Vertex buffer",
  359. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  360. WGPU_STRLEN,
  361. #endif
  362. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
  363. MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
  364. false
  365. };
  366. fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
  367. if (!fr->VertexBuffer)
  368. return;
  369. fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
  370. }
  371. if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
  372. {
  373. if (fr->IndexBuffer)
  374. {
  375. wgpuBufferDestroy(fr->IndexBuffer);
  376. wgpuBufferRelease(fr->IndexBuffer);
  377. }
  378. SafeRelease(fr->IndexBufferHost);
  379. fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  380. WGPUBufferDescriptor ib_desc =
  381. {
  382. nullptr,
  383. "Dear ImGui Index buffer",
  384. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  385. WGPU_STRLEN,
  386. #endif
  387. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
  388. MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
  389. false
  390. };
  391. fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
  392. if (!fr->IndexBuffer)
  393. return;
  394. fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
  395. }
  396. // Upload vertex/index data into a single contiguous GPU buffer
  397. ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
  398. ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
  399. for (int n = 0; n < draw_data->CmdListsCount; n++)
  400. {
  401. const ImDrawList* draw_list = draw_data->CmdLists[n];
  402. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  403. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  404. vtx_dst += draw_list->VtxBuffer.Size;
  405. idx_dst += draw_list->IdxBuffer.Size;
  406. }
  407. int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
  408. int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
  409. wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
  410. wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
  411. // Setup desired render state
  412. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  413. // Setup render state structure (for callbacks and custom texture bindings)
  414. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  415. ImGui_ImplWGPU_RenderState render_state;
  416. render_state.Device = bd->wgpuDevice;
  417. render_state.RenderPassEncoder = pass_encoder;
  418. platform_io.Renderer_RenderState = &render_state;
  419. // Render command lists
  420. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  421. int global_vtx_offset = 0;
  422. int global_idx_offset = 0;
  423. ImVec2 clip_scale = draw_data->FramebufferScale;
  424. ImVec2 clip_off = draw_data->DisplayPos;
  425. for (int n = 0; n < draw_data->CmdListsCount; n++)
  426. {
  427. const ImDrawList* draw_list = draw_data->CmdLists[n];
  428. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  429. {
  430. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  431. if (pcmd->UserCallback != nullptr)
  432. {
  433. // User callback, registered via ImDrawList::AddCallback()
  434. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  435. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  436. ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
  437. else
  438. pcmd->UserCallback(draw_list, pcmd);
  439. }
  440. else
  441. {
  442. // Bind custom texture
  443. ImTextureID tex_id = pcmd->GetTexID();
  444. ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
  445. WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
  446. if (!bind_group)
  447. {
  448. bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
  449. bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
  450. }
  451. wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
  452. // Project scissor/clipping rectangles into framebuffer space
  453. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  454. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  455. // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
  456. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  457. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  458. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  459. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  460. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  461. continue;
  462. // Apply scissor/clipping rectangle, Draw
  463. 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));
  464. wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  465. }
  466. }
  467. global_idx_offset += draw_list->IdxBuffer.Size;
  468. global_vtx_offset += draw_list->VtxBuffer.Size;
  469. }
  470. // Remove all ImageBindGroups
  471. ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups;
  472. for (int i = 0; i < image_bind_groups.Data.Size; i++)
  473. {
  474. WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p;
  475. SafeRelease(bind_group);
  476. }
  477. image_bind_groups.Data.resize(0);
  478. platform_io.Renderer_RenderState = nullptr;
  479. }
  480. static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
  481. {
  482. ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
  483. if (backend_tex == nullptr)
  484. return;
  485. IM_ASSERT(backend_tex->TextureView == (WGPUTextureView)(intptr_t)tex->TexID);
  486. wgpuTextureViewRelease(backend_tex->TextureView);
  487. wgpuTextureRelease(backend_tex->Texture);
  488. IM_DELETE(backend_tex);
  489. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  490. tex->SetTexID(ImTextureID_Invalid);
  491. tex->SetStatus(ImTextureStatus_Destroyed);
  492. tex->BackendUserData = nullptr;
  493. }
  494. void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
  495. {
  496. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  497. if (tex->Status == ImTextureStatus_WantCreate)
  498. {
  499. // Create and upload new texture to graphics system
  500. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  501. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  502. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  503. ImGui_ImplWGPU_Texture* backend_tex = IM_NEW(ImGui_ImplWGPU_Texture)();
  504. // Create texture
  505. WGPUTextureDescriptor tex_desc = {};
  506. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  507. tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN };
  508. #else
  509. tex_desc.label = "Dear ImGui Texture";
  510. #endif
  511. tex_desc.dimension = WGPUTextureDimension_2D;
  512. tex_desc.size.width = tex->Width;
  513. tex_desc.size.height = tex->Height;
  514. tex_desc.size.depthOrArrayLayers = 1;
  515. tex_desc.sampleCount = 1;
  516. tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
  517. tex_desc.mipLevelCount = 1;
  518. tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
  519. backend_tex->Texture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
  520. // Create texture view
  521. WGPUTextureViewDescriptor tex_view_desc = {};
  522. tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
  523. tex_view_desc.dimension = WGPUTextureViewDimension_2D;
  524. tex_view_desc.baseMipLevel = 0;
  525. tex_view_desc.mipLevelCount = 1;
  526. tex_view_desc.baseArrayLayer = 0;
  527. tex_view_desc.arrayLayerCount = 1;
  528. tex_view_desc.aspect = WGPUTextureAspect_All;
  529. backend_tex->TextureView = wgpuTextureCreateView(backend_tex->Texture, &tex_view_desc);
  530. // Store identifiers
  531. tex->SetTexID((ImTextureID)(intptr_t)backend_tex->TextureView);
  532. tex->BackendUserData = backend_tex;
  533. // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
  534. }
  535. if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
  536. {
  537. ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
  538. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  539. // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
  540. const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
  541. const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
  542. const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
  543. const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
  544. // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
  545. // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
  546. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  547. WGPUTexelCopyTextureInfo dst_view = {};
  548. #else
  549. WGPUImageCopyTexture dst_view = {};
  550. #endif
  551. dst_view.texture = backend_tex->Texture;
  552. dst_view.mipLevel = 0;
  553. dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 };
  554. dst_view.aspect = WGPUTextureAspect_All;
  555. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  556. WGPUTexelCopyBufferLayout layout = {};
  557. #else
  558. WGPUTextureDataLayout layout = {};
  559. #endif
  560. layout.offset = 0;
  561. layout.bytesPerRow = tex->Width * tex->BytesPerPixel;
  562. layout.rowsPerImage = upload_h;
  563. WGPUExtent3D write_size = { (uint32_t)upload_w, (uint32_t)upload_h, 1 };
  564. wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, tex->GetPixelsAt(upload_x, upload_y), (uint32_t)(tex->Width * upload_h * tex->BytesPerPixel), &layout, &write_size);
  565. tex->SetStatus(ImTextureStatus_OK);
  566. }
  567. if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
  568. ImGui_ImplWGPU_DestroyTexture(tex);
  569. }
  570. static void ImGui_ImplWGPU_CreateUniformBuffer()
  571. {
  572. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  573. WGPUBufferDescriptor ub_desc =
  574. {
  575. nullptr,
  576. "Dear ImGui Uniform buffer",
  577. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  578. WGPU_STRLEN,
  579. #endif
  580. WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
  581. MEMALIGN(sizeof(Uniforms), 16),
  582. false
  583. };
  584. bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
  585. }
  586. bool ImGui_ImplWGPU_CreateDeviceObjects()
  587. {
  588. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  589. if (!bd->wgpuDevice)
  590. return false;
  591. if (bd->pipelineState)
  592. ImGui_ImplWGPU_InvalidateDeviceObjects();
  593. // Create render pipeline
  594. WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
  595. graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
  596. graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
  597. graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
  598. graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
  599. graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
  600. // Bind group layouts
  601. WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
  602. common_bg_layout_entries[0].binding = 0;
  603. common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
  604. common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
  605. common_bg_layout_entries[1].binding = 1;
  606. common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
  607. common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
  608. WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
  609. image_bg_layout_entries[0].binding = 0;
  610. image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
  611. image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
  612. image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
  613. WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
  614. common_bg_layout_desc.entryCount = 2;
  615. common_bg_layout_desc.entries = common_bg_layout_entries;
  616. WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
  617. image_bg_layout_desc.entryCount = 1;
  618. image_bg_layout_desc.entries = image_bg_layout_entries;
  619. WGPUBindGroupLayout bg_layouts[2];
  620. bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
  621. bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
  622. WGPUPipelineLayoutDescriptor layout_desc = {};
  623. layout_desc.bindGroupLayoutCount = 2;
  624. layout_desc.bindGroupLayouts = bg_layouts;
  625. graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
  626. // Create the vertex shader
  627. WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
  628. graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
  629. graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
  630. // Vertex input configuration
  631. WGPUVertexAttribute attribute_desc[] =
  632. {
  633. #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
  634. { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
  635. { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
  636. { nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
  637. #else
  638. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
  639. { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
  640. { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
  641. #endif
  642. };
  643. WGPUVertexBufferLayout buffer_layouts[1];
  644. buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
  645. buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
  646. buffer_layouts[0].attributeCount = 3;
  647. buffer_layouts[0].attributes = attribute_desc;
  648. graphics_pipeline_desc.vertex.bufferCount = 1;
  649. graphics_pipeline_desc.vertex.buffers = buffer_layouts;
  650. // Create the pixel shader
  651. WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
  652. // Create the blending setup
  653. WGPUBlendState blend_state = {};
  654. blend_state.alpha.operation = WGPUBlendOperation_Add;
  655. blend_state.alpha.srcFactor = WGPUBlendFactor_One;
  656. blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  657. blend_state.color.operation = WGPUBlendOperation_Add;
  658. blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
  659. blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
  660. WGPUColorTargetState color_state = {};
  661. color_state.format = bd->renderTargetFormat;
  662. color_state.blend = &blend_state;
  663. color_state.writeMask = WGPUColorWriteMask_All;
  664. WGPUFragmentState fragment_state = {};
  665. fragment_state.module = pixel_shader_desc.module;
  666. fragment_state.entryPoint = pixel_shader_desc.entryPoint;
  667. fragment_state.targetCount = 1;
  668. fragment_state.targets = &color_state;
  669. graphics_pipeline_desc.fragment = &fragment_state;
  670. // Create depth-stencil State
  671. WGPUDepthStencilState depth_stencil_state = {};
  672. depth_stencil_state.format = bd->depthStencilFormat;
  673. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  674. depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
  675. #else
  676. depth_stencil_state.depthWriteEnabled = false;
  677. #endif
  678. depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
  679. depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
  680. depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
  681. depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
  682. depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
  683. depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
  684. depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
  685. depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
  686. depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
  687. // Configure disabled depth-stencil state
  688. graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
  689. bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
  690. ImGui_ImplWGPU_CreateUniformBuffer();
  691. // Create sampler
  692. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  693. WGPUSamplerDescriptor sampler_desc = {};
  694. sampler_desc.minFilter = WGPUFilterMode_Linear;
  695. sampler_desc.magFilter = WGPUFilterMode_Linear;
  696. sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
  697. sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
  698. sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
  699. sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
  700. sampler_desc.maxAnisotropy = 1;
  701. bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
  702. // Create resource bind group
  703. WGPUBindGroupEntry common_bg_entries[] =
  704. {
  705. { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
  706. { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
  707. };
  708. WGPUBindGroupDescriptor common_bg_descriptor = {};
  709. common_bg_descriptor.layout = bg_layouts[0];
  710. common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
  711. common_bg_descriptor.entries = common_bg_entries;
  712. bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
  713. bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
  714. SafeRelease(vertex_shader_desc.module);
  715. SafeRelease(pixel_shader_desc.module);
  716. SafeRelease(graphics_pipeline_desc.layout);
  717. SafeRelease(bg_layouts[0]);
  718. return true;
  719. }
  720. void ImGui_ImplWGPU_InvalidateDeviceObjects()
  721. {
  722. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  723. if (!bd->wgpuDevice)
  724. return;
  725. SafeRelease(bd->pipelineState);
  726. SafeRelease(bd->renderResources);
  727. // Destroy all textures
  728. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  729. if (tex->RefCount == 1)
  730. ImGui_ImplWGPU_DestroyTexture(tex);
  731. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  732. SafeRelease(bd->pFrameResources[i]);
  733. }
  734. bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
  735. {
  736. ImGuiIO& io = ImGui::GetIO();
  737. IMGUI_CHECKVERSION();
  738. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  739. // Setup backend capabilities flags
  740. ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
  741. io.BackendRendererUserData = (void*)bd;
  742. #if defined(__EMSCRIPTEN__)
  743. io.BackendRendererName = "imgui_impl_webgpu_emscripten";
  744. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
  745. io.BackendRendererName = "imgui_impl_webgpu_dawn";
  746. #elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
  747. io.BackendRendererName = "imgui_impl_webgpu_wgpu";
  748. #else
  749. io.BackendRendererName = "imgui_impl_webgpu";
  750. #endif
  751. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  752. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  753. bd->initInfo = *init_info;
  754. bd->wgpuDevice = init_info->Device;
  755. bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
  756. bd->renderTargetFormat = init_info->RenderTargetFormat;
  757. bd->depthStencilFormat = init_info->DepthStencilFormat;
  758. bd->numFramesInFlight = init_info->NumFramesInFlight;
  759. bd->frameIndex = UINT_MAX;
  760. bd->renderResources.Sampler = nullptr;
  761. bd->renderResources.Uniforms = nullptr;
  762. bd->renderResources.CommonBindGroup = nullptr;
  763. bd->renderResources.ImageBindGroups.Data.reserve(100);
  764. bd->renderResources.ImageBindGroupLayout = nullptr;
  765. // Create buffers with a default size (they will later be grown as needed)
  766. bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
  767. for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
  768. {
  769. FrameResources* fr = &bd->pFrameResources[i];
  770. fr->IndexBuffer = nullptr;
  771. fr->VertexBuffer = nullptr;
  772. fr->IndexBufferHost = nullptr;
  773. fr->VertexBufferHost = nullptr;
  774. fr->IndexBufferSize = 10000;
  775. fr->VertexBufferSize = 5000;
  776. }
  777. return true;
  778. }
  779. void ImGui_ImplWGPU_Shutdown()
  780. {
  781. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  782. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  783. ImGuiIO& io = ImGui::GetIO();
  784. ImGui_ImplWGPU_InvalidateDeviceObjects();
  785. delete[] bd->pFrameResources;
  786. bd->pFrameResources = nullptr;
  787. wgpuQueueRelease(bd->defaultQueue);
  788. bd->wgpuDevice = nullptr;
  789. bd->numFramesInFlight = 0;
  790. bd->frameIndex = UINT_MAX;
  791. io.BackendRendererName = nullptr;
  792. io.BackendRendererUserData = nullptr;
  793. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
  794. IM_DELETE(bd);
  795. }
  796. void ImGui_ImplWGPU_NewFrame()
  797. {
  798. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
  799. if (!bd->pipelineState)
  800. if (!ImGui_ImplWGPU_CreateDeviceObjects())
  801. IM_ASSERT(0 && "ImGui_ImplWGPU_CreateDeviceObjects() failed!");
  802. }
  803. //-----------------------------------------------------------------------------
  804. #endif // #ifndef IMGUI_DISABLE