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authorNic Gaffney <gaffney_nic@protonmail.com>2025-10-13 01:19:27 -0500
committerNic Gaffney <gaffney_nic@protonmail.com>2025-10-13 01:19:27 -0500
commit1f9b827badb2de4c4eaae11c0d02242ec90af7f6 (patch)
tree27acb295833e6eee730dd71f98db280d54c6a4ad /vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp
parentb5d0c1dcd751f4735d9f6b45c805300000c9d171 (diff)
downloadparticle-sim-1f9b827badb2de4c4eaae11c0d02242ec90af7f6.tar.gz
Updating to zig 0.15.1
Diffstat (limited to 'vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp')
-rw-r--r--vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp833
1 files changed, 0 insertions, 833 deletions
diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp b/vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp
deleted file mode 100644
index e87c5be..0000000
--- a/vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp
+++ /dev/null
@@ -1,833 +0,0 @@
-// 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.
-// Missing features:
-// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
-
-// 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)
-// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
-// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
-// 2024-01-22: Fixed pipeline layout leak. (#7245)
-// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
-// 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
-
-// FIX(zig-gamedev):
-//#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).
-
-// FIX(zig-gamedev): We removed header file and declare all our external functions here.
-extern "C" {
-
-// Initialization data, for ImGui_ImplWGPU_Init()
-struct ImGui_ImplWGPU_InitInfo
-{
- WGPUDevice Device;
- int NumFramesInFlight = 3;
- WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
- WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
- WGPUMultisampleState PipelineMultisampleState = {};
-
- ImGui_ImplWGPU_InitInfo()
- {
- PipelineMultisampleState.count = 1;
- PipelineMultisampleState.mask = -1u;
- PipelineMultisampleState.alphaToCoverageEnabled = false;
- }
-};
-
-IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
-IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
-IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
-IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
-
-// Use if you want to reset your rendering device without losing Dear ImGui state.
-IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
-IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
-
-} // extern "C"
-
-// 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
-{
- ImGui_ImplWGPU_InitInfo initInfo;
- 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(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.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 = 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[] =
- {
- { 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.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);
-
- 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(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();
- 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->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.ImageBindGroup = nullptr;
- bd->renderResources.ImageBindGroupLayout = nullptr;
-
- // Create buffers with a default size (they will later be grown as needed)
- bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
- for (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