f5befd2d29 Version 1.91.9b cfed7a3a54 Tables: fixed assert/issues loading settings. (#8496, #7934) 93b446a962 Backtrack of version tagging 1.92.0 > 1.91.9b for publishing a hotfix (#8496) a7dc184772 Moved ImDrawIdx definition lower in imgui.h. Moved ImTextureID slightly below in its own section. bfaef8ca17 Version 1.92.0 WIP 2737dbb1e1 Docs: Fixed typo. Very oops. (#8495) 4d4f1fd364 Docs: retroactively document ConfigData->Sources renaming. (#8495) d6493aab02 Fix typo in comment (#8494) 97428e8ac9 Version 1.91.9 ea2a12112d Misc: Various zealous warning fixes for newer version of Clang. b758b8223f InputText: Pasting a multi-line buffer into a single-line edit replaces carriage return by spaces. (#8459) 79bba34c5f Revert "Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468)" d9dad2f4a1 Scrollbar: stabilize visibility of ScrollbarX when detecting a feedback loop. (#8488, #3285, #4539) 6e30c42101 Tables: fixed an issue with TableSetupColumn() overriding ini data. (#7934) de4f77b0ac Backends: DX12: comment about using SrvDescriptorAllocFn/SrvDescriptorFreeFn. 09654f4e8c Revert "Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10." 557c77e455 Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468) 6da230636b Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10. 51e4cba909 Backends: Fixed zealous warnings. 39585aa90d Amend Changelog to talk about OEM keys. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) a9e53829d2 Backends: Win32, SDL2, SDL3, GLFW: prioritize scancodes instead of translated keycodes when dealing with OEM keys + Added ImGuiKey_Oem102. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) 88d4827b64 Update FAQ.md for SDL3 (#8480) 3c3d943fb1 Docs: Fix some typos (#8473) 806731e37a Set IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS on 3DS sdk (#8477, #8476) 1ec99f4fd3 Internals: added ImStrlen/ImMemchr #define to facilitate experimenting with variations. (#8421) 377a387a42 Add proper ImGuiTextBuffer::resize() support other than 0. 9f49292b35 Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00". 119dfbc627 Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631) fcec08f7ae Demo: (Refactor) Moved ExampleTreeNode contents below ShowDemoWindow() so main entry point is more visible to casual reader. 324172fb1f Demo: (Refactor) Moved DemoWindowWidgets() below the functions it calls, reducing amount of forward declarations. a7657f2ed4 Examples: SDL3: Added comments to clarify setup for users of the unfortunate SDL_MAIN_USE_CALLBACKS feature. (#8455) df31774327 Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640) 71b160cdbb Demo: (Refactor) Moved code into DemoWindowWidgetsDisableBlocks() section. 7a919e80c9 Demo: (Refactor) Moved code into DemoWindowWidgetsQueryingStatuses() section. 0758594bd2 Demo: (Refactor) Moved code into DemoWindowWidgetsDragAndDrop() section. 9b486e47fe Demo: (Refactor) Moved code into DemoWindowWidgetsDragsAndSliders(), DemoWindowWidgetsMultiComponents(), DemoWindowWidgetsVerticalSliders() sections. caf3faa054 Demo: (Refactor) Moved code into DemoWindowWidgetsColorAndPickers() section. 510a9a77d6 Demo: (Refactor) Moved code into DemoWindowWidgetsDataTypes() section. 4d0c776a80 Demo: (Refactor) Moved code into DemoWindowWidgetsPlotting(), DemoWindowWidgetsProgressBars(), DemoWindowWidgetsTabs() sections. 4450d61ac2 Demo: (Refactor) Moved code into DemoWindowWidgetsSelectables(), DemoWindowWidgetsTextFilter(), DemoWindowWidgetsTextInputs() sections. 22baec494b Demo: (Refactor) Moved code into DemoWindowWidgetsComboBoxes(), DemoWindowWidgetsImages(), DemoWindowWidgetsListBoxes() sections. 94877a137d Demo: (Refactor) Moved code into DemoWindowWidgetsBullets(), DemoWindowWidgetsCollapsingHeaders(), DemoWindowWidgetsCollapsingText() sections. de3f68a233 Demo: (Refactor) Moved code into DemoWindowWidgetsTooltips(), DemoWindowWidgetsTreeNodes() sections. b2c55c9db5 Demo: (Refactor) Moved code into DemoWindowWidgetsBasic() section. eefd2da0f6 Demo: (Refactor) Added new empty sections.. Renamed existing helper functions. ce13f6b73e Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. (#8452) 4819eae867 Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex() could incorrectly offset the final cursor. c5ade6591e TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. (#8451, #7660) 9c2876b9f8 ShowFontAtlas() uses ImageWithBg(). (#8131, #8238) 1aab00da85 Misc shallow tweaks/tidying up. (#8446) 482a1f50b6 Internals: rename ImGuiDataVarInfo to ImGuiStyleVarInfo. Move ImGuiStyleMod, ImGuiColorMod to own section. 494ea57b65 Image: removed 'tint_col', 'border_col' parameters from Image(). Added ImageWithBg(). Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238) cdafefd4be Backends: WebGPU: Add nextInChain field for VertexAttributes under Dawn (#8438) 8bd3e20c86 Backends: WebGPU: include imgui.h before backend check (#8437) aa83d5d455 Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged. (#6410, #3650) aaacb01b8d Backends: WebGPU: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) 9996a2d51b Backends: WebGPU: update code for latest webgpu-native changes. Fix for Emscripten. (#8426) 6aa0810de5 Backends: WebGPU: update code for latest webgpu-native changes. Amend. (#8426) 4f4fb1d220 Backends: WebGPU: update code for latest webgpu-native changes. (#8426) 242d856ede Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) a86fcbd947 Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) 4c0604ec2e Font: shallow refactor, rename ConfigData[] fields to Sources[], ConfigDataCount to SourcesCount. 6e29450f76 Internals: added IsItemActiveAsInputText() helper. 030746faff Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker. (#7961, #7669) dac40d0487 Backends: SDL2, SDL3: don't call SDL_GetGlobalMouseState() when mouse position is in relative mode. (#8425, #8407) ef969a53f5 Tabs: fixed Unsaved Marker not being visible when Close Button is. (#8430, #8387) 5dce79e941 Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init() signature started breaking in 1.91.8 due to missing command queue. (#8429) 74afea04d6 Fix typos in docs (#8427) edc66d79c7 Nav: extract code into a NavUpdateWindowingApplyFocus() so it may be reused elsewhere. 434b7710f3 Internals: packing ImGuiDataVarInfo + misc renaming + value of ImGuiDataType_Pointer doesn't need to be Count+1 1e18a6cf60 Examples: GLFW+Vulkan: make GLFW_DIR overridable in cmake bit. (#8419) a6bcbb173b Examples: Android: Update kotlin version (#8409) 6dc376f676 ImFontAtlas: added software/drawlist version of ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress + moved GetMouseCursorTexData() to internals. 85c488ee12 Hot-fix for broken MouseDrawCursor support for ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress/ImGuiMouseCursor_NotAllowed. 05742f9b6f Tables: share code between TableSetupColumn() and TableLoadSettings(). (#7934) 8b7b3ce03e Tables: fixed an issue where Columns Width state wouldn't be correctly restored when hot-reloading .ini state. (#7934) eec097fe35 Added ImGuiMouseCursor_Progress mouse cursor 8a35386+ support in SDL2,SDL3,Win32,Allegro5 backends. 8a35386ba7 Added ImGuiMouseCursor_Wait mouse cursor (busy/wait/hourglass shape) + support in SDL2,SDL3,Win32,Allegro5 backends. 8f0411ff03 Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) c4a32a129d Tabs: fixed middle-button to close not checking hovering, only close button visibility. (#8399, #8387) 78ec1272e9 ImDrawList: added InitialFringeScale in ImDrawListSharedData. Default to 1.0f. 2860d7ba05 Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and specifying a selectable size. (#8338) 474305c476 ImFont: simpler constructor. ec4cd2cb8c Backends: Vulkan: Fixed crash with using no prototypes + *BREAKING* Added ApiVersion to ImGui_ImplVulkan_LoadFunctions(). (#8326, #8365, #8400) 98c2f6b0c4 Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651) e1ae7db4cc Backends: Vulkan: Fixed building with older headers not supporting VK_HEADER_VERSION_COMPLETE. (#8326, #8365) 12963f5231 Examples: Vulkan: make ApiVersion a little more visible in examples. (#8326, #8365) 890ead6a71 Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" without -KHR on API 1.3. (#8326, #8365) f94a5f0e8c Docs: Update doc about plutosvg (#8395) b78cc37891 Backends: SDL2: Fixed build for versions older than 2.0.14. (#7660) a931fb7f51 Fixed static analyzer warning. 7cd31c3557 Tables: tamed some .ini settings optimizations to more accurately allow overwriting/hot-reloading settings. (#7934) 7221f5e739 Styles, Tabs: Fixed ef7ffaf. (#8387) ef7ffaff74 Styles, Tabs: (Breaking) Renamed TabMinWidthForCloseButton to TabCloseButtonMinWidthUnselected. Added TabCloseButtonMinWidthSelected. (#8387) 3d900edba7 Examples: Win32+DirectX12: Fixed ExampleDescriptorHeapAllocator overflow free index. 6916f935eb InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) 3b2f2602b4 Windows: Fixed an issue where BeginChild() inside a collapsed Begin() wouldn't inherit the SkipItems flag. 4dc9df6aae Tables: fixed an issue where Columns Visible/Hidden state wouldn't be correctly overridden when hot-reloading .ini state. (#7934) 88cda0cab6 Fixed minor warning. Added comment. a431e1277e Backends: SDL2, SDL3: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. (#7660) a18622c369 TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to handle UTF-8 regardless of system regional settings. (#7660) 2206e31e54 Demo: Combos: demonstrate a very simple way to add a filter to a combo. (#718) e8ad60cc4f Fix typo (#8382) 50dbb086f2 Tables: sneakily honor ImGuiNextWindowDataFlags_HasChildFlags/ImGuiNextWindowDataFlags_HasWindowFlags as a way to facilitate various hacks/workarounds. e368015d79 Tables: a clipped scrolling table correctly clears SetNextWindowXXX flags. (#8196) e5668b8c73 Internals: rename ImGuiNextWindowData::Flags to HasFlags for consistency and to reduce mistakes. 4982602f6f Windows, Style: Added style.WindowBorderHoverPadding setting to configure inner/outer padding applied to hit-testing of windows borders. 914fbcf2e5 Fonts: removed unnecessary const qualifier from ImFont::FindGlyph() 4f1d3809c3 Fixed tabs and spaces (#8377) 0625b37760 Scrollbar: Rework logic that fades-out scrollbar when it becomes too small. cfed18afc7 Add ImFontConfig::GlyphExtraAdvanceX as a replacement for GlyphExtraSpacing.x (#242) 2d20e13746 Backends: GLFW: Added comment about io.AddMouseSourceEvent() not being properly called. (#8374) 1a31e31ae9 (Breaking) Fonts: removed ImFontConfig::GlyphExtraSpacing option which seems largely obsolete and unused. (#242) de962e83d0 ImFont: remove SetGlyphVisible() da0ba9e2fe Backends: WebGPU: add type alias for dawn WGPUProgrammableStageDescriptor -> WGPUComputeState. (#8369) 5dd84082ab InputTextWithHint(): Fixed buffer overflow when user callback modifies the buffer contents in a way that alters hint visibility. (#8368) 204cebc8fc Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom] 6265339995 Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(), RadioButton(), Selectable(). (#8370) f820bf7cd4 Version 1.91.9 WIP e4db4e423d Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. - OOPS e2a99b5760 Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. dbb5eeaadf Version 1.91.8 e6c5296f30 Examples: SDL3: Fix for Emscripten platform (#8363) ae6cfd32a0 Tables, Menus: Fixed tables or child windows submitted inside BeginMainMenuBar() being unable to save their settings. (#8356) fa178f4235 Error Handling: Recovery from missing EndMenuBar() call. (#1651) c0308da665 Fixed zealous GCC warning. (#8355) dabc990189 Rename internal id for standardizing naming convention. "##menubar" -> "##MenuBar", "###NavWindowingList" -> "###NavWindowingOverlay" a71191515a EndMainMenuBar doesn't attempt to restore focus when there's an active id. (#8355) dfd1bc3c5b Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355) 4230e98720 Error Handling, Debug Log: IMGUI_DEBUG_LOG_ERROR() doesn't need the extra variable. ea0da0bf47 Extracted PushPasswordFont() out of InputText code. 9c4948a4d1 TabBar: Internals: added TabItemSpacing(). (#8349, #3291) a05d547ae8 Windows: separating WindowItemStatusFlags from ChildItemStatusFlag, because IsItemXXX _after_ BeginChild()>Begin() shouldn't return last status emitted by e.g. EndChild() 134fbe1245 Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350) 5a28f188ff Fixed parameter names to SetLastItemData() to align with current names. 96e3b147f0 Fixed build with IMGUI_ENABLE_FREETYPE (#8346) afb6e9a879 Fonts: OversampleH auto-selection uses 36 as heuristic for now. 8a1613a382 Fonts: OversampleH/OversampleV value defaults to 0 for automatic selection. 4211fdc70b ImFont: compact comments in header section. 9eafb7bbfb ImFont: IndexLookup[] table hold 16-bit values even in ImWchar32 mode. 53244aaac7 Amend 9bc5b04 with a shadowed variable warning fix. ed7551c1d4 Selectable: Fixed horizontal label alignment when combined with using ImGuiSelectableFlags_SpanAllColumns. (#8338) bbf957875b Amend 9bc5b04 to avoid using GImGui mid-function. 9bc5b0406d Windows, Style: Fixed small rendering issues with menu bar, resize grip and scrollbar when using thick border sizes. (#8267, #7887) 10199341b1 ImFontAtlas: made calling ClearFonts() call ClearInputData(). (#8174, #6556, #6336, #4723) 71da34c48c Debug Tools: Tweaked font preview + indent "Glyphs" block. 6906ac979e ColorEdit, ColorPicker: (Breaking) redesigned how alpha is displayed in the preview square. (#8335, #1578, #346) fdca6c08ad Inputs: added IsMouseReleasedWithDelay() helper. (#8337, #8320) d17e9fc107 Backends: SDL_GPU: shallow tweaks + disable anisotropy in sampler. Examples: SDL+Vulkan: Fixed incorrect defines. 3e6bdc2242 Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_MAILBOX swapchain parameters. bf13442c7c Moved ImGuiColorEditFlags_AlphaPreview/ImGuiColorEditFlags_AlphaPreviewHalf flags. Demo: reorganized some of color edit/picker demo section. 2af26b75d1 ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid] 7ae7c90790 Tabs, Style: reworked selected overline rendering to better accommodate for rounded tabs. (#8334) e8779a67b1 Font: direct AddText()/RenderText() calls don't need to call strlen() if below clipping region. 4c2e7bb035 Backends: SDL2,SDL3: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()/ImGui_ImplSDL3_SetGamepadMode() with ImGui_ImplSDL2_GamepadMode_Manual/ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329) 8b0af7fddc Backends: SDL: update comments regarding API stability, regarding SDL_GPU and SDL_Renderer. aa1b4ea861 Backends: OSX: Remove notification observer when shutting down. (#8331) aa23f3801b Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match SDL_Color. (#8327) 80c9cd1f6e Font: reduce unnecessary padding in ImFontConfig struct too. d7454de80a Font: minor tweak to struct alignment. dd89a3741b Backends: Vulkan: sharing duplicate code. (#5446, #8326) 487d7f9a29 Font: Internals: make used page maps smaller. Since it's extremely rarely used and for iterations only. ~34->16 bytes with ImWchar32. f2262eb81a Windows: latch FontRefSize at time of Begin(), consistent with e.g. TitleBarHeight, and to avoid calling CalcFontSize() on non-current window. b7c27c5333 Windows: legacy SetWindowFontScale() is properly inherited by nested child windows. (#2701, #8138, #1018) 4c64ba16c5 imgui_freetype: fixed issue where glyph advances would incorrectly be snapped to pixels. 007735737a Ignore vscode artifacts (#8324) b4a5d1dc53 Backends: SDLGPU3: Rename GpuDevice->Device. Expose ImGui_ImplSDLGPU3_CreateDeviceObjects(), ImGui_ImplSDLGPU3_DestroyDeviceObjects(). Misc renaming. (#8163, #7998, #7988) 0f33d7185f Examples: Vulkan: vkAcquireNextImageKHR() and vkQueuePresentKHR() returning VK_SUBOPTIMAL_KHR keeps moving forward. (#7825, #7831) 8ebf22d3c1 Backends: Vulkan: use ImVector<> for simplicity. 6684984c49 Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency. 0e21bde77b Misc shallow merge to reduce diff in other branches. 8a9de84cd0 FontAtlas: reduced baked IM_DRAWLIST_TEX_LINES_WIDTH_MAX from 63 to 32. (#3245) 100075f2be Backends: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. c59a2267d0 Version 1.91.8 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: f5befd2d29e66809cd1110a152e375a7f1981f06
881 lines
37 KiB
C++
881 lines
37 KiB
C++
// dear imgui: Renderer for WebGPU
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// This needs to be used along with a Platform Binding (e.g. GLFW)
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// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
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// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
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// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 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)
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// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
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// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
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// 2024-01-22: Fixed pipeline layout leak. (#7245)
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// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
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// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
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// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
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// 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).
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// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
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// 2022-11-24: Fixed validation error with default depth buffer settings.
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// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
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// 2021-08-24: Fixed for latest specs.
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// 2021-05-24: Add support for draw_data->FramebufferScale.
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// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
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// 2021-02-18: Change blending equation to preserve alpha in output buffer.
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// 2021-01-28: Initial version.
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#include "imgui.h"
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// When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
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#ifndef __EMSCRIPTEN__
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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#error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
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#endif
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#else
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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#error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
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#endif
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#endif
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_wgpu.h"
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#include <limits.h>
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#include <webgpu/webgpu.h>
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
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// Using type alias until WGPU adopts the same naming convention (#8369)
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using WGPUProgrammableStageDescriptor = WGPUComputeState;
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#endif
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// Dear ImGui prototypes from imgui_internal.h
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extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
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#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
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// WebGPU data
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struct RenderResources
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{
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WGPUTexture FontTexture = nullptr; // Font texture
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WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
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WGPUSampler Sampler = nullptr; // Sampler for the font texture
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WGPUBuffer Uniforms = nullptr; // Shader uniforms
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WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
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ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
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WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
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};
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struct FrameResources
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{
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WGPUBuffer IndexBuffer;
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WGPUBuffer VertexBuffer;
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ImDrawIdx* IndexBufferHost;
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ImDrawVert* VertexBufferHost;
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int IndexBufferSize;
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int VertexBufferSize;
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};
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struct Uniforms
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{
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float MVP[4][4];
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float Gamma;
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};
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struct ImGui_ImplWGPU_Data
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{
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ImGui_ImplWGPU_InitInfo initInfo;
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WGPUDevice wgpuDevice = nullptr;
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WGPUQueue defaultQueue = nullptr;
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WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
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WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
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WGPURenderPipeline pipelineState = nullptr;
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RenderResources renderResources;
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FrameResources* pFrameResources = nullptr;
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unsigned int numFramesInFlight = 0;
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unsigned int frameIndex = UINT_MAX;
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
|
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
|
static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
|
|
{
|
|
return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// SHADERS
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static const char __shader_vert_wgsl[] = R"(
|
|
struct VertexInput {
|
|
@location(0) position: vec2<f32>,
|
|
@location(1) uv: vec2<f32>,
|
|
@location(2) color: vec4<f32>,
|
|
};
|
|
|
|
struct VertexOutput {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(0) color: vec4<f32>,
|
|
@location(1) uv: vec2<f32>,
|
|
};
|
|
|
|
struct Uniforms {
|
|
mvp: mat4x4<f32>,
|
|
gamma: f32,
|
|
};
|
|
|
|
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
|
|
|
|
@vertex
|
|
fn main(in: VertexInput) -> VertexOutput {
|
|
var out: VertexOutput;
|
|
out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
|
|
out.color = in.color;
|
|
out.uv = in.uv;
|
|
return out;
|
|
}
|
|
)";
|
|
|
|
static const char __shader_frag_wgsl[] = R"(
|
|
struct VertexOutput {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(0) color: vec4<f32>,
|
|
@location(1) uv: vec2<f32>,
|
|
};
|
|
|
|
struct Uniforms {
|
|
mvp: mat4x4<f32>,
|
|
gamma: f32,
|
|
};
|
|
|
|
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
|
|
@group(0) @binding(1) var s: sampler;
|
|
@group(1) @binding(0) var t: texture_2d<f32>;
|
|
|
|
@fragment
|
|
fn main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|
let color = in.color * textureSample(t, s, in.uv);
|
|
let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
|
|
return vec4<f32>(corrected_color, color.a);
|
|
}
|
|
)";
|
|
|
|
static void SafeRelease(ImDrawIdx*& res)
|
|
{
|
|
if (res)
|
|
delete[] res;
|
|
res = nullptr;
|
|
}
|
|
static void SafeRelease(ImDrawVert*& res)
|
|
{
|
|
if (res)
|
|
delete[] res;
|
|
res = nullptr;
|
|
}
|
|
static void SafeRelease(WGPUBindGroupLayout& res)
|
|
{
|
|
if (res)
|
|
wgpuBindGroupLayoutRelease(res);
|
|
res = nullptr;
|
|
}
|
|
static void SafeRelease(WGPUBindGroup& res)
|
|
{
|
|
if (res)
|
|
wgpuBindGroupRelease(res);
|
|
res = nullptr;
|
|
}
|
|
static void SafeRelease(WGPUBuffer& res)
|
|
{
|
|
if (res)
|
|
wgpuBufferRelease(res);
|
|
res = nullptr;
|
|
}
|
|
static void SafeRelease(WGPUPipelineLayout& res)
|
|
{
|
|
if (res)
|
|
wgpuPipelineLayoutRelease(res);
|
|
res = nullptr;
|
|
}
|
|
static void SafeRelease(WGPURenderPipeline& res)
|
|
{
|
|
if (res)
|
|
wgpuRenderPipelineRelease(res);
|
|
res = nullptr;
|
|
}
|
|
static void SafeRelease(WGPUSampler& res)
|
|
{
|
|
if (res)
|
|
wgpuSamplerRelease(res);
|
|
res = nullptr;
|
|
}
|
|
static void SafeRelease(WGPUShaderModule& res)
|
|
{
|
|
if (res)
|
|
wgpuShaderModuleRelease(res);
|
|
res = nullptr;
|
|
}
|
|
static void SafeRelease(WGPUTextureView& res)
|
|
{
|
|
if (res)
|
|
wgpuTextureViewRelease(res);
|
|
res = nullptr;
|
|
}
|
|
static void SafeRelease(WGPUTexture& res)
|
|
{
|
|
if (res)
|
|
wgpuTextureRelease(res);
|
|
res = nullptr;
|
|
}
|
|
|
|
static void SafeRelease(RenderResources& res)
|
|
{
|
|
SafeRelease(res.FontTexture);
|
|
SafeRelease(res.FontTextureView);
|
|
SafeRelease(res.Sampler);
|
|
SafeRelease(res.Uniforms);
|
|
SafeRelease(res.CommonBindGroup);
|
|
SafeRelease(res.ImageBindGroupLayout);
|
|
};
|
|
|
|
static void SafeRelease(FrameResources& res)
|
|
{
|
|
SafeRelease(res.IndexBuffer);
|
|
SafeRelease(res.VertexBuffer);
|
|
SafeRelease(res.IndexBufferHost);
|
|
SafeRelease(res.VertexBufferHost);
|
|
}
|
|
|
|
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
|
|
{
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
|
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
WGPUShaderSourceWGSL wgsl_desc = {};
|
|
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
|
|
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
|
|
#else
|
|
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
|
|
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
|
|
wgsl_desc.code = wgsl_source;
|
|
#endif
|
|
|
|
WGPUShaderModuleDescriptor desc = {};
|
|
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
|
|
|
|
WGPUProgrammableStageDescriptor stage_desc = {};
|
|
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
|
|
|
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
stage_desc.entryPoint = { "main", WGPU_STRLEN };
|
|
#else
|
|
stage_desc.entryPoint = "main";
|
|
#endif
|
|
return stage_desc;
|
|
}
|
|
|
|
static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
|
|
{
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
|
|
|
|
WGPUBindGroupDescriptor image_bg_descriptor = {};
|
|
image_bg_descriptor.layout = layout;
|
|
image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
|
|
image_bg_descriptor.entries = image_bg_entries;
|
|
return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
|
|
}
|
|
|
|
static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
|
|
{
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
|
|
// Setup orthographic projection matrix into our constant buffer
|
|
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
|
{
|
|
float L = draw_data->DisplayPos.x;
|
|
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
|
float T = draw_data->DisplayPos.y;
|
|
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
|
float mvp[4][4] =
|
|
{
|
|
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
|
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
|
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
|
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
|
};
|
|
wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
|
|
float gamma;
|
|
switch (bd->renderTargetFormat)
|
|
{
|
|
case WGPUTextureFormat_ASTC10x10UnormSrgb:
|
|
case WGPUTextureFormat_ASTC10x5UnormSrgb:
|
|
case WGPUTextureFormat_ASTC10x6UnormSrgb:
|
|
case WGPUTextureFormat_ASTC10x8UnormSrgb:
|
|
case WGPUTextureFormat_ASTC12x10UnormSrgb:
|
|
case WGPUTextureFormat_ASTC12x12UnormSrgb:
|
|
case WGPUTextureFormat_ASTC4x4UnormSrgb:
|
|
case WGPUTextureFormat_ASTC5x5UnormSrgb:
|
|
case WGPUTextureFormat_ASTC6x5UnormSrgb:
|
|
case WGPUTextureFormat_ASTC6x6UnormSrgb:
|
|
case WGPUTextureFormat_ASTC8x5UnormSrgb:
|
|
case WGPUTextureFormat_ASTC8x6UnormSrgb:
|
|
case WGPUTextureFormat_ASTC8x8UnormSrgb:
|
|
case WGPUTextureFormat_BC1RGBAUnormSrgb:
|
|
case WGPUTextureFormat_BC2RGBAUnormSrgb:
|
|
case WGPUTextureFormat_BC3RGBAUnormSrgb:
|
|
case WGPUTextureFormat_BC7RGBAUnormSrgb:
|
|
case WGPUTextureFormat_BGRA8UnormSrgb:
|
|
case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
|
|
case WGPUTextureFormat_ETC2RGB8UnormSrgb:
|
|
case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
|
|
case WGPUTextureFormat_RGBA8UnormSrgb:
|
|
gamma = 2.2f;
|
|
break;
|
|
default:
|
|
gamma = 1.0f;
|
|
}
|
|
wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
|
|
}
|
|
|
|
// Setup viewport
|
|
wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
|
|
|
|
// Bind shader and vertex buffers
|
|
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
|
|
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
|
|
wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
|
|
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
|
|
|
|
// Setup blend factor
|
|
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
|
|
wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
|
|
}
|
|
|
|
// Render function
|
|
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
|
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
|
|
{
|
|
// Avoid rendering when minimized
|
|
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
|
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
|
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
|
|
return;
|
|
|
|
// FIXME: Assuming that this only gets called once per frame!
|
|
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
bd->frameIndex = bd->frameIndex + 1;
|
|
FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
|
|
|
|
// Create and grow vertex/index buffers if needed
|
|
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
|
{
|
|
if (fr->VertexBuffer)
|
|
{
|
|
wgpuBufferDestroy(fr->VertexBuffer);
|
|
wgpuBufferRelease(fr->VertexBuffer);
|
|
}
|
|
SafeRelease(fr->VertexBufferHost);
|
|
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
|
|
|
WGPUBufferDescriptor vb_desc =
|
|
{
|
|
nullptr,
|
|
"Dear ImGui Vertex buffer",
|
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
WGPU_STRLEN,
|
|
#endif
|
|
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
|
|
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
|
|
false
|
|
};
|
|
fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
|
|
if (!fr->VertexBuffer)
|
|
return;
|
|
|
|
fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
|
|
}
|
|
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
|
{
|
|
if (fr->IndexBuffer)
|
|
{
|
|
wgpuBufferDestroy(fr->IndexBuffer);
|
|
wgpuBufferRelease(fr->IndexBuffer);
|
|
}
|
|
SafeRelease(fr->IndexBufferHost);
|
|
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
|
|
|
WGPUBufferDescriptor ib_desc =
|
|
{
|
|
nullptr,
|
|
"Dear ImGui Index buffer",
|
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
WGPU_STRLEN,
|
|
#endif
|
|
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
|
|
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
|
|
false
|
|
};
|
|
fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
|
|
if (!fr->IndexBuffer)
|
|
return;
|
|
|
|
fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
|
|
}
|
|
|
|
// Upload vertex/index data into a single contiguous GPU buffer
|
|
ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
|
|
ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
|
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
|
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
|
vtx_dst += draw_list->VtxBuffer.Size;
|
|
idx_dst += draw_list->IdxBuffer.Size;
|
|
}
|
|
int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
|
|
int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
|
|
wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
|
|
wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
|
|
|
|
// Setup desired render state
|
|
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
|
|
|
// Setup render state structure (for callbacks and custom texture bindings)
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
ImGui_ImplWGPU_RenderState render_state;
|
|
render_state.Device = bd->wgpuDevice;
|
|
render_state.RenderPassEncoder = pass_encoder;
|
|
platform_io.Renderer_RenderState = &render_state;
|
|
|
|
// Render command lists
|
|
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
|
int global_vtx_offset = 0;
|
|
int global_idx_offset = 0;
|
|
ImVec2 clip_scale = draw_data->FramebufferScale;
|
|
ImVec2 clip_off = draw_data->DisplayPos;
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
|
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
|
{
|
|
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
|
if (pcmd->UserCallback != nullptr)
|
|
{
|
|
// User callback, registered via ImDrawList::AddCallback()
|
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
|
else
|
|
pcmd->UserCallback(draw_list, pcmd);
|
|
}
|
|
else
|
|
{
|
|
// Bind custom texture
|
|
ImTextureID tex_id = pcmd->GetTexID();
|
|
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
|
|
WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
|
|
if (!bind_group)
|
|
{
|
|
bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
|
|
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
|
|
}
|
|
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
|
|
|
|
// Project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
|
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
|
|
|
// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
|
|
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
|
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
|
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
|
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
|
continue;
|
|
|
|
// Apply scissor/clipping rectangle, Draw
|
|
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));
|
|
wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
|
}
|
|
}
|
|
global_idx_offset += draw_list->IdxBuffer.Size;
|
|
global_vtx_offset += draw_list->VtxBuffer.Size;
|
|
}
|
|
|
|
// Remove all ImageBindGroups
|
|
ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups;
|
|
for (int i = 0; i < image_bind_groups.Data.Size; i++)
|
|
{
|
|
WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p;
|
|
SafeRelease(bind_group);
|
|
}
|
|
image_bind_groups.Data.resize(0);
|
|
|
|
platform_io.Renderer_RenderState = nullptr;
|
|
}
|
|
|
|
static void ImGui_ImplWGPU_CreateFontsTexture()
|
|
{
|
|
// Build texture atlas
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
unsigned char* pixels;
|
|
int width, height, size_pp;
|
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
|
|
|
|
// Upload texture to graphics system
|
|
{
|
|
WGPUTextureDescriptor tex_desc = {};
|
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
|
|
#else
|
|
tex_desc.label = "Dear ImGui Font Texture";
|
|
#endif
|
|
tex_desc.dimension = WGPUTextureDimension_2D;
|
|
tex_desc.size.width = width;
|
|
tex_desc.size.height = height;
|
|
tex_desc.size.depthOrArrayLayers = 1;
|
|
tex_desc.sampleCount = 1;
|
|
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
|
tex_desc.mipLevelCount = 1;
|
|
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
|
|
bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
|
|
|
|
WGPUTextureViewDescriptor tex_view_desc = {};
|
|
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
|
tex_view_desc.dimension = WGPUTextureViewDimension_2D;
|
|
tex_view_desc.baseMipLevel = 0;
|
|
tex_view_desc.mipLevelCount = 1;
|
|
tex_view_desc.baseArrayLayer = 0;
|
|
tex_view_desc.arrayLayerCount = 1;
|
|
tex_view_desc.aspect = WGPUTextureAspect_All;
|
|
bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
|
|
}
|
|
|
|
// Upload texture data
|
|
{
|
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
WGPUTexelCopyTextureInfo dst_view = {};
|
|
#else
|
|
WGPUImageCopyTexture dst_view = {};
|
|
#endif
|
|
dst_view.texture = bd->renderResources.FontTexture;
|
|
dst_view.mipLevel = 0;
|
|
dst_view.origin = { 0, 0, 0 };
|
|
dst_view.aspect = WGPUTextureAspect_All;
|
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
WGPUTexelCopyBufferLayout layout = {};
|
|
#else
|
|
WGPUTextureDataLayout layout = {};
|
|
#endif
|
|
layout.offset = 0;
|
|
layout.bytesPerRow = width * size_pp;
|
|
layout.rowsPerImage = height;
|
|
WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
|
|
wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
|
|
}
|
|
|
|
// Create the associated sampler
|
|
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
|
{
|
|
WGPUSamplerDescriptor sampler_desc = {};
|
|
sampler_desc.minFilter = WGPUFilterMode_Linear;
|
|
sampler_desc.magFilter = WGPUFilterMode_Linear;
|
|
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
|
|
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
|
|
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
|
|
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
|
|
sampler_desc.maxAnisotropy = 1;
|
|
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
|
}
|
|
|
|
// Store our identifier
|
|
static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
|
io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
|
|
}
|
|
|
|
static void ImGui_ImplWGPU_CreateUniformBuffer()
|
|
{
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
WGPUBufferDescriptor ub_desc =
|
|
{
|
|
nullptr,
|
|
"Dear ImGui Uniform buffer",
|
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
WGPU_STRLEN,
|
|
#endif
|
|
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
|
|
MEMALIGN(sizeof(Uniforms), 16),
|
|
false
|
|
};
|
|
bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
|
|
}
|
|
|
|
bool ImGui_ImplWGPU_CreateDeviceObjects()
|
|
{
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
if (!bd->wgpuDevice)
|
|
return false;
|
|
if (bd->pipelineState)
|
|
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
|
|
|
// Create render pipeline
|
|
WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
|
|
graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
|
|
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
|
|
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
|
|
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
|
|
graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
|
|
|
|
// Bind group layouts
|
|
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
|
|
common_bg_layout_entries[0].binding = 0;
|
|
common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
|
|
common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
|
|
common_bg_layout_entries[1].binding = 1;
|
|
common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
|
|
common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
|
|
|
|
WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
|
|
image_bg_layout_entries[0].binding = 0;
|
|
image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
|
|
image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
|
|
image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
|
|
|
|
WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
|
|
common_bg_layout_desc.entryCount = 2;
|
|
common_bg_layout_desc.entries = common_bg_layout_entries;
|
|
|
|
WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
|
|
image_bg_layout_desc.entryCount = 1;
|
|
image_bg_layout_desc.entries = image_bg_layout_entries;
|
|
|
|
WGPUBindGroupLayout bg_layouts[2];
|
|
bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
|
|
bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
|
|
|
|
WGPUPipelineLayoutDescriptor layout_desc = {};
|
|
layout_desc.bindGroupLayoutCount = 2;
|
|
layout_desc.bindGroupLayouts = bg_layouts;
|
|
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
|
|
|
|
// Create the vertex shader
|
|
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
|
|
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
|
|
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
|
|
|
|
// Vertex input configuration
|
|
WGPUVertexAttribute attribute_desc[] =
|
|
{
|
|
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
|
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
|
|
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
|
|
{ nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
|
|
#else
|
|
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
|
|
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
|
|
{ WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
|
|
#endif
|
|
};
|
|
|
|
WGPUVertexBufferLayout buffer_layouts[1];
|
|
buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
|
|
buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
|
|
buffer_layouts[0].attributeCount = 3;
|
|
buffer_layouts[0].attributes = attribute_desc;
|
|
|
|
graphics_pipeline_desc.vertex.bufferCount = 1;
|
|
graphics_pipeline_desc.vertex.buffers = buffer_layouts;
|
|
|
|
// Create the pixel shader
|
|
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
|
|
|
|
// Create the blending setup
|
|
WGPUBlendState blend_state = {};
|
|
blend_state.alpha.operation = WGPUBlendOperation_Add;
|
|
blend_state.alpha.srcFactor = WGPUBlendFactor_One;
|
|
blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
|
blend_state.color.operation = WGPUBlendOperation_Add;
|
|
blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
|
|
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
|
|
|
WGPUColorTargetState color_state = {};
|
|
color_state.format = bd->renderTargetFormat;
|
|
color_state.blend = &blend_state;
|
|
color_state.writeMask = WGPUColorWriteMask_All;
|
|
|
|
WGPUFragmentState fragment_state = {};
|
|
fragment_state.module = pixel_shader_desc.module;
|
|
fragment_state.entryPoint = pixel_shader_desc.entryPoint;
|
|
fragment_state.targetCount = 1;
|
|
fragment_state.targets = &color_state;
|
|
|
|
graphics_pipeline_desc.fragment = &fragment_state;
|
|
|
|
// Create depth-stencil State
|
|
WGPUDepthStencilState depth_stencil_state = {};
|
|
depth_stencil_state.format = bd->depthStencilFormat;
|
|
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
|
|
#else
|
|
depth_stencil_state.depthWriteEnabled = false;
|
|
#endif
|
|
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
|
|
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
|
|
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
|
|
depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
|
|
depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
|
|
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
|
|
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
|
|
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
|
|
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
|
|
|
|
// Configure disabled depth-stencil state
|
|
graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
|
|
|
|
bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
|
|
|
|
ImGui_ImplWGPU_CreateFontsTexture();
|
|
ImGui_ImplWGPU_CreateUniformBuffer();
|
|
|
|
// Create resource bind group
|
|
WGPUBindGroupEntry common_bg_entries[] =
|
|
{
|
|
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
|
|
{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
|
|
};
|
|
|
|
WGPUBindGroupDescriptor common_bg_descriptor = {};
|
|
common_bg_descriptor.layout = bg_layouts[0];
|
|
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
|
|
common_bg_descriptor.entries = common_bg_entries;
|
|
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
|
|
bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
|
|
|
|
SafeRelease(vertex_shader_desc.module);
|
|
SafeRelease(pixel_shader_desc.module);
|
|
SafeRelease(graphics_pipeline_desc.layout);
|
|
SafeRelease(bg_layouts[0]);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
|
{
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
if (!bd->wgpuDevice)
|
|
return;
|
|
|
|
SafeRelease(bd->pipelineState);
|
|
SafeRelease(bd->renderResources);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
|
|
|
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
|
|
SafeRelease(bd->pFrameResources[i]);
|
|
}
|
|
|
|
bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
|
|
io.BackendRendererUserData = (void*)bd;
|
|
#if defined(__EMSCRIPTEN__)
|
|
io.BackendRendererName = "imgui_impl_webgpu_emscripten";
|
|
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
|
io.BackendRendererName = "imgui_impl_webgpu_dawn";
|
|
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
|
io.BackendRendererName = "imgui_impl_webgpu_wgpu";
|
|
#else
|
|
io.BackendRendererName = "imgui_impl_webgpu";
|
|
#endif
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
|
|
bd->initInfo = *init_info;
|
|
bd->wgpuDevice = init_info->Device;
|
|
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
|
|
bd->renderTargetFormat = init_info->RenderTargetFormat;
|
|
bd->depthStencilFormat = init_info->DepthStencilFormat;
|
|
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
|
bd->frameIndex = UINT_MAX;
|
|
|
|
bd->renderResources.FontTexture = nullptr;
|
|
bd->renderResources.FontTextureView = nullptr;
|
|
bd->renderResources.Sampler = nullptr;
|
|
bd->renderResources.Uniforms = nullptr;
|
|
bd->renderResources.CommonBindGroup = nullptr;
|
|
bd->renderResources.ImageBindGroups.Data.reserve(100);
|
|
bd->renderResources.ImageBindGroupLayout = nullptr;
|
|
|
|
// Create buffers with a default size (they will later be grown as needed)
|
|
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
|
|
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
|
|
{
|
|
FrameResources* fr = &bd->pFrameResources[i];
|
|
fr->IndexBuffer = nullptr;
|
|
fr->VertexBuffer = nullptr;
|
|
fr->IndexBufferHost = nullptr;
|
|
fr->VertexBufferHost = nullptr;
|
|
fr->IndexBufferSize = 10000;
|
|
fr->VertexBufferSize = 5000;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplWGPU_Shutdown()
|
|
{
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
|
delete[] bd->pFrameResources;
|
|
bd->pFrameResources = nullptr;
|
|
wgpuQueueRelease(bd->defaultQueue);
|
|
bd->wgpuDevice = nullptr;
|
|
bd->numFramesInFlight = 0;
|
|
bd->frameIndex = UINT_MAX;
|
|
|
|
io.BackendRendererName = nullptr;
|
|
io.BackendRendererUserData = nullptr;
|
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
void ImGui_ImplWGPU_NewFrame()
|
|
{
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
if (!bd->pipelineState)
|
|
ImGui_ImplWGPU_CreateDeviceObjects();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|