From 1f9b827badb2de4c4eaae11c0d02242ec90af7f6 Mon Sep 17 00:00:00 2001 From: Nic Gaffney Date: Mon, 13 Oct 2025 01:19:27 -0500 Subject: Updating to zig 0.15.1 --- .../zgui/libs/imgui/backends/imgui_impl_wgpu.cpp | 833 --------------------- 1 file changed, 833 deletions(-) delete mode 100644 vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp (limited to 'vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp') 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 -#include - -// 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, - @location(1) uv: vec2, - @location(2) color: vec4, -}; - -struct VertexOutput { - @builtin(position) position: vec4, - @location(0) color: vec4, - @location(1) uv: vec2, -}; - -struct Uniforms { - mvp: mat4x4, - gamma: f32, -}; - -@group(0) @binding(0) var uniforms: Uniforms; - -@vertex -fn main(in: VertexInput) -> VertexOutput { - var out: VertexOutput; - out.position = uniforms.mvp * vec4(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, - @location(0) color: vec4, - @location(1) uv: vec2, -}; - -struct Uniforms { - mvp: mat4x4, - gamma: f32, -}; - -@group(0) @binding(0) var uniforms: Uniforms; -@group(0) @binding(1) var s: sampler; -@group(1) @binding(0) var t: texture_2d; - -@fragment -fn main(in: VertexOutput) -> @location(0) vec4 { - let color = in.color * textureSample(t, s, in.uv); - let corrected_color = pow(color.rgb, vec3(uniforms.gamma)); - return vec4(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(&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 -- cgit v1.2.3