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authorNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
committerNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
commiteda5bc26f44ee9a6f83dcf8c91f17296d7fc509d (patch)
treebc2efa38ff4e350f9a111ac87065cd7ae9a911c7 /src/imgui/backends/imgui_impl_wgpu.cpp
downloadfsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.tar.gz
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Move into version control
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+// dear imgui: Renderer for WebGPU
+// This needs to be used along with a Platform Binding (e.g. GLFW)
+// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
+// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
+// 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).
+// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
+// 2022-11-24: Fixed validation error with default depth buffer settings.
+// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
+// 2021-08-24: Fixed for latest specs.
+// 2021-05-24: Add support for draw_data->FramebufferScale.
+// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
+// 2021-02-18: Change blending equation to preserve alpha in output buffer.
+// 2021-01-28: Initial version.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_wgpu.h"
+#include <limits.h>
+#include <webgpu/webgpu.h>
+
+// Dear ImGui prototypes from imgui_internal.h
+extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
+#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
+
+// WebGPU data
+struct RenderResources
+{
+ WGPUTexture FontTexture = nullptr; // Font texture
+ WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
+ WGPUSampler Sampler = nullptr; // Sampler for the font texture
+ WGPUBuffer Uniforms = nullptr; // Shader uniforms
+ WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
+ ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
+ WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
+ WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
+};
+
+struct FrameResources
+{
+ WGPUBuffer IndexBuffer;
+ WGPUBuffer VertexBuffer;
+ ImDrawIdx* IndexBufferHost;
+ ImDrawVert* VertexBufferHost;
+ int IndexBufferSize;
+ int VertexBufferSize;
+};
+
+struct Uniforms
+{
+ float MVP[4][4];
+ float Gamma;
+};
+
+struct ImGui_ImplWGPU_Data
+{
+ WGPUDevice wgpuDevice = nullptr;
+ WGPUQueue defaultQueue = nullptr;
+ WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
+ WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
+ WGPURenderPipeline pipelineState = nullptr;
+
+ RenderResources renderResources;
+ FrameResources* pFrameResources = nullptr;
+ unsigned int numFramesInFlight = 0;
+ unsigned int frameIndex = UINT_MAX;
+};
+
+// 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(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.ImageBindGroup);
+ 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();
+
+ WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
+ wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
+ wgsl_desc.code = wgsl_source;
+
+ WGPUShaderModuleDescriptor desc = {};
+ desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
+
+ WGPUProgrammableStageDescriptor stage_desc = {};
+ stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
+ stage_desc.entryPoint = "main";
+ 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",
+ 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",
+ 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* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_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);
+
+ // 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* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_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(cmd_list, pcmd);
+ }
+ else
+ {
+ // Bind custom texture
+ ImTextureID tex_id = pcmd->GetTexID();
+ ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
+ auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
+ if (bind_group)
+ {
+ wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
+ }
+ else
+ {
+ WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
+ bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
+ wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_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 += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+}
+
+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 = {};
+ tex_desc.label = "Dear ImGui Font Texture";
+ 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
+ {
+ WGPUImageCopyTexture dst_view = {};
+ dst_view.texture = bd->renderResources.FontTexture;
+ dst_view.mipLevel = 0;
+ dst_view.origin = { 0, 0, 0 };
+ dst_view.aspect = WGPUTextureAspect_All;
+ WGPUTextureDataLayout layout = {};
+ 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_Repeat;
+ sampler_desc.addressModeV = WGPUAddressMode_Repeat;
+ sampler_desc.addressModeW = WGPUAddressMode_Repeat;
+ 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",
+ 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.count = 1;
+ graphics_pipeline_desc.multisample.mask = UINT_MAX;
+ graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
+
+ // 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[] =
+ {
+ { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
+ { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
+ { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
+ };
+
+ 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;
+ depth_stencil_state.depthWriteEnabled = false;
+ depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
+ depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
+ depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
+
+ // 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);
+
+ WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
+ bd->renderResources.ImageBindGroup = image_bind_group;
+ bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
+ bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
+
+ SafeRelease(vertex_shader_desc.module);
+ SafeRelease(pixel_shader_desc.module);
+ 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(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ 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;
+ io.BackendRendererName = "imgui_impl_webgpu";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ bd->wgpuDevice = device;
+ bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
+ bd->renderTargetFormat = rt_format;
+ bd->depthStencilFormat = depth_format;
+ bd->numFramesInFlight = num_frames_in_flight;
+ 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.ImageBindGroup = nullptr;
+ bd->renderResources.ImageBindGroupLayout = nullptr;
+
+ // Create buffers with a default size (they will later be grown as needed)
+ bd->pFrameResources = new FrameResources[num_frames_in_flight];
+ for (int i = 0; i < num_frames_in_flight; 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