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3 changed files with 292 additions and 283 deletions

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@ -11,29 +11,21 @@ Easy to use, hand-crafted API with default arguments, named parameters and Zig s
## Getting started ## Getting started
Copy `zgui` folder to a `libs` subdirectory of the root of your project. Copy `zgui` folder to a `libs` subdirectory of the root of your project and add the following to your `build.zig.zon` .dependencies:
To get glfw/wgpu rendering backend working also copy `zgpu`, `zglfw`, `zpool` and `system-sdk` folders (see [zgpu](https://github.com/michal-z/zig-gamedev/tree/main/libs/zgpu) for the details). Alternatively, you can provide your own rendering backend, see: [backend_glfw_wgpu.zig](src/backend_glfw_wgpu.zig) for an example.
Next, copy [build.zig.zon](build.zig.zon) from the root of the `zig-gamedev` project to the root of your project and adjust `name` and `version` accordingly:
```zig ```zig
.{ .zgui = .{ .path = "libs/zgui" },
.name = "<your_project_name>",
.version = "<your_project_version",
// leave the rest unchanged
...
}
``` ```
To get glfw/wgpu rendering backend working also copy `zgpu`, `zglfw`, `zpool` and `system-sdk` folders and add the depenency paths (see [zgpu](https://github.com/zig-gamedev/zig-gamedev/tree/main/libs/zgpu) for the details). Alternatively, you can provide your own rendering backend by specifying `.no_backend` in the package options.
Then in your `build.zig` add: Then in your `build.zig` add:
```zig ```zig
const zgui = @import("libs/zgui/build.zig"); const zgui = @import("zgui");
// Needed for glfw/wgpu rendering backend // Needed for glfw/wgpu rendering backend
const zglfw = @import("libs/zglfw/build.zig"); const zglfw = @import("zglfw");
const zgpu = @import("libs/zgpu/build.zig"); const zgpu = @import("zgpu");
const zpool = @import("libs/zpool/build.zig"); const zpool = @import("zpool");
pub fn build(b: *std.Build) void { pub fn build(b: *std.Build) void {
... ...
@ -90,6 +82,7 @@ zgui.backend.init(
window, window,
demo.gctx.device, demo.gctx.device,
@enumToInt(swapchain_format), @enumToInt(swapchain_format),
@enumToInt(depth_format),
); );
``` ```

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@ -1,10 +1,12 @@
// zig-gamedev changes marked with `FIX(zig-gamedev)`
// dear imgui: Renderer for WebGPU // dear imgui: Renderer for WebGPU
// This needs to be used along with a Platform Binding (e.g. GLFW) // 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.) // (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -13,9 +15,14 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'nullptr' as per our switch to C++11. // 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(). // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
// 2021-08-24: Fix for latest specs. // 2021-08-24: Fixed for latest specs.
// 2021-05-24: Add support for draw_data->FramebufferScale. // 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) // 2021-05-19: 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). // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
@ -26,52 +33,36 @@
#include <limits.h> #include <limits.h>
#include <webgpu/webgpu.h> #include <webgpu/webgpu.h>
#define HAS_EMSCRIPTEN_VERSION(major, minor, tiny) (__EMSCRIPTEN_major__ > (major) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ > (minor)) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ == (minor) && __EMSCRIPTEN_tiny__ >= (tiny)))
#if defined(__EMSCRIPTEN__) && !HAS_EMSCRIPTEN_VERSION(2, 0, 20)
#error "Requires at least emscripten 2.0.20"
#endif
// Dear ImGui prototypes from imgui_internal.h // Dear ImGui prototypes from imgui_internal.h
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); 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).
// mziulek: We removed header file and declare all our external functions here. // FIX(zig-gamedev): We removed header file and declare all our external functions here.
extern "C" { extern "C" {
struct Config IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined);
{ IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(void);
unsigned int pipeline_multisample_count; IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(void);
unsigned int texture_filter_mode; IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
};
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, const Config* config);
void ImGui_ImplWGPU_Shutdown(void);
void ImGui_ImplWGPU_NewFrame(void);
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
void ImGui_ImplWGPU_InvalidateDeviceObjects(void); IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(void);
bool ImGui_ImplWGPU_CreateDeviceObjects(void); IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(void);
} // extern "C" } // extern "C"
// WebGPU data // WebGPU data
static WGPUDevice g_wgpuDevice = nullptr;
static WGPUQueue g_defaultQueue = nullptr;
static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
static WGPURenderPipeline g_pipelineState = nullptr;
struct RenderResources struct RenderResources
{ {
WGPUTexture FontTexture; // Font texture WGPUTexture FontTexture = nullptr; // Font texture
WGPUTextureView FontTextureView; // Texture view for font texture WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
WGPUSampler Sampler; // Sampler for the font texture WGPUSampler Sampler = nullptr; // Sampler for the font texture
WGPUBuffer Uniforms; // Shader uniforms WGPUBuffer Uniforms = nullptr; // Shader uniforms
WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline 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) ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
}; };
static RenderResources g_resources;
struct FrameResources struct FrameResources
{ {
@ -82,130 +73,92 @@ struct FrameResources
int IndexBufferSize; int IndexBufferSize;
int VertexBufferSize; int VertexBufferSize;
}; };
static FrameResources* g_pFrameResources = nullptr;
static unsigned int g_numFramesInFlight = 0;
static unsigned int g_frameIndex = UINT_MAX;
struct Uniforms struct Uniforms
{ {
float MVP[4][4]; 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;
static Config g_config; 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 // SHADERS
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// glsl_shader.vert, compiled with: static const char __shader_vert_wgsl[] = R"(
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert struct VertexInput {
/* @location(0) position: vec2<f32>,
#version 450 core @location(1) uv: vec2<f32>,
layout(location = 0) in vec2 aPos; @location(2) color: vec4<f32>,
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(set=0, binding = 0) uniform transform { mat4 mvp; };
out gl_PerVertex { vec4 gl_Position; };
layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
void main()
{
Out.Color = aColor;
Out.UV = aUV;
gl_Position = mvp * vec4(aPos, 0, 1);
}
*/
static uint32_t __glsl_shader_vert_spv[] =
{
0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d,
0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005,
0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b,
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d,
0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010,
0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047,
0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013,
0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,
0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e,
0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b,
0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b,
0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b,
0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b,
0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b,
0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e,
0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a,
0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d,
0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f,
0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023,
0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026,
0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,
0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b,
0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015,
0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016,
0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022,
0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027,
0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050,
0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007,
0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d,
0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038
}; };
// glsl_shader.frag, compiled with: struct VertexOutput {
// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag @builtin(position) position: vec4<f32>,
/* @location(0) color: vec4<f32>,
#version 450 core @location(1) uv: vec2<f32>,
layout(location = 0) out vec4 fColor;
layout(set=0, binding=1) uniform sampler s;
layout(set=1, binding=0) uniform texture2D t;
layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
void main()
{
fColor = In.Color * texture(sampler2D(t, s), In.UV.st);
}
*/
static uint32_t __glsl_shader_frag_spv[] =
{
0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005,
0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,
0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015,
0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019,
0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,
0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,
0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,
0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,
0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,
0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,
0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,
0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b,
0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000,
0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013,
0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a,
0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,
0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,
0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019,
0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f,
0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007,
0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021,
0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038
}; };
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) static void SafeRelease(ImDrawIdx*& res)
{ {
if (res) if (res)
@ -286,35 +239,40 @@ static void SafeRelease(FrameResources& res)
SafeRelease(res.VertexBufferHost); SafeRelease(res.VertexBufferHost);
} }
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size) static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
{ {
WGPUShaderModuleSPIRVDescriptor spirv_desc = {}; ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
spirv_desc.codeSize = binary_data_size; WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
spirv_desc.code = binary_data; wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
// FiX(zig-gamedev): `.source` renamed to `.code`
wgsl_desc.code = wgsl_source;
WGPUShaderModuleDescriptor desc = {}; WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc); desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
WGPUProgrammableStageDescriptor stage_desc = {}; WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc); stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
stage_desc.entryPoint = "main"; stage_desc.entryPoint = "main";
return stage_desc; return stage_desc;
} }
static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) 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 } }; WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
WGPUBindGroupDescriptor image_bg_descriptor = {}; WGPUBindGroupDescriptor image_bg_descriptor = {};
image_bg_descriptor.layout = layout; image_bg_descriptor.layout = layout;
image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
image_bg_descriptor.entries = image_bg_entries; image_bg_descriptor.entries = image_bg_entries;
return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor); return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
} }
static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) 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 // 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). // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{ {
@ -329,7 +287,38 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
{ 0.0f, 0.0f, 0.5f, 0.0f }, { 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
}; };
wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp)); 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 // Setup viewport
@ -338,8 +327,8 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
// Bind shader and vertex buffers // Bind shader and vertex buffers
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); 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)); wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState); wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, nullptr); wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
// Setup blend factor // Setup blend factor
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
@ -356,8 +345,9 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// FIXME: Assuming that this only gets called once per frame! // 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. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
g_frameIndex = g_frameIndex + 1; ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; bd->frameIndex = bd->frameIndex + 1;
FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed // Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
@ -375,10 +365,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
nullptr, nullptr,
"Dear ImGui Vertex buffer", "Dear ImGui Vertex buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
fr->VertexBufferSize * sizeof(ImDrawVert), MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
false false
}; };
fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc); fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
if (!fr->VertexBuffer) if (!fr->VertexBuffer)
return; return;
@ -399,10 +389,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
nullptr, nullptr,
"Dear ImGui Index buffer", "Dear ImGui Index buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
fr->IndexBufferSize * sizeof(ImDrawIdx), MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
false false
}; };
fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc); fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
if (!fr->IndexBuffer) if (!fr->IndexBuffer)
return; return;
@ -420,10 +410,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
vtx_dst += cmd_list->VtxBuffer.Size; vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size;
} }
int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3; int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3; int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
// Setup desired render state // Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
@ -454,15 +444,15 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// Bind custom texture // Bind custom texture
ImTextureID tex_id = pcmd->GetTexID(); ImTextureID tex_id = pcmd->GetTexID();
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash); auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (bind_group) if (bind_group)
{ {
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
} }
else else
{ {
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id); WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
} }
@ -472,7 +462,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue; continue;
// mziulek: Fixes 'Popups and Modal windows->Modals->Stacked modals..' from showDemoWindow(). // FIX(zig-gamedev): Fixes 'Popups and Modal windows->Modals->Stacked modals..' from showDemoWindow().
if (clip_min.x < 0.0f) clip_min.x = 0.0f; if (clip_min.x < 0.0f) clip_min.x = 0.0f;
if (clip_min.y < 0.0f) clip_min.y = 0.0f; if (clip_min.y < 0.0f) clip_min.y = 0.0f;
if (clip_max.x > draw_data->DisplaySize.x) clip_max.x = draw_data->DisplaySize.x; if (clip_max.x > draw_data->DisplaySize.x) clip_max.x = draw_data->DisplaySize.x;
@ -491,6 +481,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
static void ImGui_ImplWGPU_CreateFontsTexture() static void ImGui_ImplWGPU_CreateFontsTexture()
{ {
// Build texture atlas // Build texture atlas
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels; unsigned char* pixels;
int width, height, size_pp; int width, height, size_pp;
@ -508,7 +499,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
tex_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_desc.mipLevelCount = 1; tex_desc.mipLevelCount = 1;
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc); bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
WGPUTextureViewDescriptor tex_view_desc = {}; WGPUTextureViewDescriptor tex_view_desc = {};
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
@ -518,13 +509,13 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
tex_view_desc.baseArrayLayer = 0; tex_view_desc.baseArrayLayer = 0;
tex_view_desc.arrayLayerCount = 1; tex_view_desc.arrayLayerCount = 1;
tex_view_desc.aspect = WGPUTextureAspect_All; tex_view_desc.aspect = WGPUTextureAspect_All;
g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc); bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
} }
// Upload texture data // Upload texture data
{ {
WGPUImageCopyTexture dst_view = {}; WGPUImageCopyTexture dst_view = {};
dst_view.texture = g_resources.FontTexture; dst_view.texture = bd->renderResources.FontTexture;
dst_view.mipLevel = 0; dst_view.mipLevel = 0;
dst_view.origin = { 0, 0, 0 }; dst_view.origin = { 0, 0, 0 };
dst_view.aspect = WGPUTextureAspect_All; dst_view.aspect = WGPUTextureAspect_All;
@ -533,50 +524,49 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
layout.bytesPerRow = width * size_pp; layout.bytesPerRow = width * size_pp;
layout.rowsPerImage = height; layout.rowsPerImage = height;
WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
} }
// Create the associated sampler // 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) // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{ {
const WGPUMipmapFilterMode mipmap_filter_mode = g_config.texture_filter_mode == 1 ? WGPUMipmapFilterMode_Linear : WGPUMipmapFilterMode_Nearest;
const WGPUFilterMode filter_mode = g_config.texture_filter_mode == 1 ? WGPUFilterMode_Linear : WGPUFilterMode_Nearest;
WGPUSamplerDescriptor sampler_desc = {}; WGPUSamplerDescriptor sampler_desc = {};
sampler_desc.minFilter = filter_mode; sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = filter_mode; sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = mipmap_filter_mode; // FIX(zig-gamedev): WGPUFilterMode_Linear should be WGPUMipmapFilterMode_Linear
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
sampler_desc.addressModeU = WGPUAddressMode_Repeat; sampler_desc.addressModeU = WGPUAddressMode_Repeat;
sampler_desc.addressModeV = WGPUAddressMode_Repeat; sampler_desc.addressModeV = WGPUAddressMode_Repeat;
sampler_desc.addressModeW = WGPUAddressMode_Repeat; sampler_desc.addressModeW = WGPUAddressMode_Repeat;
sampler_desc.maxAnisotropy = 1; sampler_desc.maxAnisotropy = 1;
g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc); bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
} }
// Store our identifier // Store our identifier
static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView); io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
} }
static void ImGui_ImplWGPU_CreateUniformBuffer() static void ImGui_ImplWGPU_CreateUniformBuffer()
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUBufferDescriptor ub_desc = WGPUBufferDescriptor ub_desc =
{ {
nullptr, nullptr,
"Dear ImGui Uniform buffer", "Dear ImGui Uniform buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
sizeof(Uniforms), MEMALIGN(sizeof(Uniforms), 16),
false false
}; };
g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc); bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
} }
bool ImGui_ImplWGPU_CreateDeviceObjects(void) bool ImGui_ImplWGPU_CreateDeviceObjects()
{ {
if (!g_wgpuDevice) ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->wgpuDevice)
return false; return false;
if (g_pipelineState) if (bd->pipelineState)
ImGui_ImplWGPU_InvalidateDeviceObjects(); ImGui_ImplWGPU_InvalidateDeviceObjects();
// Create render pipeline // Create render pipeline
@ -585,13 +575,44 @@ bool ImGui_ImplWGPU_CreateDeviceObjects(void)
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
graphics_pipeline_desc.multisample.count = g_config.pipeline_multisample_count; graphics_pipeline_desc.multisample.count = 1;
graphics_pipeline_desc.multisample.mask = UINT_MAX; graphics_pipeline_desc.multisample.mask = UINT_MAX;
graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false; graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation
// 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 // Create the vertex shader
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t)); WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
@ -613,7 +634,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects(void)
graphics_pipeline_desc.vertex.buffers = buffer_layouts; graphics_pipeline_desc.vertex.buffers = buffer_layouts;
// Create the pixel shader // Create the pixel shader
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t)); WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
// Create the blending setup // Create the blending setup
WGPUBlendState blend_state = {}; WGPUBlendState blend_state = {};
@ -625,7 +646,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects(void)
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
WGPUColorTargetState color_state = {}; WGPUColorTargetState color_state = {};
color_state.format = g_renderTargetFormat; color_state.format = bd->renderTargetFormat;
color_state.blend = &blend_state; color_state.blend = &blend_state;
color_state.writeMask = WGPUColorWriteMask_All; color_state.writeMask = WGPUColorWriteMask_All;
@ -639,39 +660,37 @@ bool ImGui_ImplWGPU_CreateDeviceObjects(void)
// Create depth-stencil State // Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {}; WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.depthBias = 0; depth_stencil_state.format = bd->depthStencilFormat;
depth_stencil_state.depthBiasClamp = 0; depth_stencil_state.depthWriteEnabled = false;
depth_stencil_state.depthBiasSlopeScale = 0; 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 // Configure disabled depth-stencil state
graphics_pipeline_desc.depthStencil = nullptr; graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc); bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
ImGui_ImplWGPU_CreateFontsTexture(); ImGui_ImplWGPU_CreateFontsTexture();
ImGui_ImplWGPU_CreateUniformBuffer(); ImGui_ImplWGPU_CreateUniformBuffer();
// Create resource bind group // Create resource bind group
WGPUBindGroupLayout bg_layouts[2];
bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0);
bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1);
WGPUBindGroupEntry common_bg_entries[] = WGPUBindGroupEntry common_bg_entries[] =
{ {
{ nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 }, { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
{ nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 }, { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
}; };
WGPUBindGroupDescriptor common_bg_descriptor = {}; WGPUBindGroupDescriptor common_bg_descriptor = {};
common_bg_descriptor.layout = bg_layouts[0]; common_bg_descriptor.layout = bg_layouts[0];
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
common_bg_descriptor.entries = common_bg_entries; common_bg_descriptor.entries = common_bg_entries;
g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor); bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView); WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
g_resources.ImageBindGroup = image_bind_group; bd->renderResources.ImageBindGroup = image_bind_group;
g_resources.ImageBindGroupLayout = bg_layouts[1]; bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group); bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
SafeRelease(vertex_shader_desc.module); SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module); SafeRelease(pixel_shader_desc.module);
@ -680,50 +699,54 @@ bool ImGui_ImplWGPU_CreateDeviceObjects(void)
return true; return true;
} }
void ImGui_ImplWGPU_InvalidateDeviceObjects(void) void ImGui_ImplWGPU_InvalidateDeviceObjects()
{ {
if (!g_wgpuDevice) ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->wgpuDevice)
return; return;
SafeRelease(g_pipelineState); SafeRelease(bd->pipelineState);
SafeRelease(g_resources); SafeRelease(bd->renderResources);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->SetTexID(nullptr); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. 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 < g_numFramesInFlight; i++) for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
SafeRelease(g_pFrameResources[i]); SafeRelease(bd->pFrameResources[i]);
} }
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, const Config* config) bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
{ {
g_config = *config; ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO(); ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_webgpu"; io.BackendRendererName = "imgui_impl_webgpu";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
g_wgpuDevice = device; bd->wgpuDevice = device;
g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice); bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
g_renderTargetFormat = rt_format; bd->renderTargetFormat = rt_format;
g_pFrameResources = new FrameResources[num_frames_in_flight]; bd->depthStencilFormat = depth_format;
g_numFramesInFlight = num_frames_in_flight; bd->numFramesInFlight = num_frames_in_flight;
g_frameIndex = UINT_MAX; bd->frameIndex = UINT_MAX;
g_resources.FontTexture = nullptr; bd->renderResources.FontTexture = nullptr;
g_resources.FontTextureView = nullptr; bd->renderResources.FontTextureView = nullptr;
g_resources.Sampler = nullptr; bd->renderResources.Sampler = nullptr;
g_resources.Uniforms = nullptr; bd->renderResources.Uniforms = nullptr;
g_resources.CommonBindGroup = nullptr; bd->renderResources.CommonBindGroup = nullptr;
g_resources.ImageBindGroups.Data.reserve(100); bd->renderResources.ImageBindGroups.Data.reserve(100);
g_resources.ImageBindGroup = nullptr; bd->renderResources.ImageBindGroup = nullptr;
g_resources.ImageBindGroupLayout = nullptr; bd->renderResources.ImageBindGroupLayout = nullptr;
// Create buffers with a default size (they will later be grown as needed) // 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++) for (int i = 0; i < num_frames_in_flight; i++)
{ {
FrameResources* fr = &g_pFrameResources[i]; FrameResources* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr; fr->IndexBuffer = nullptr;
fr->VertexBuffer = nullptr; fr->VertexBuffer = nullptr;
fr->IndexBufferHost = nullptr; fr->IndexBufferHost = nullptr;
@ -735,22 +758,29 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
return true; return true;
} }
void ImGui_ImplWGPU_Shutdown(void) void ImGui_ImplWGPU_Shutdown()
{ {
// mziulek: Explicitly release the memory reserved in ImGui_ImplWGPU_Init(). ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
g_resources.ImageBindGroups.Clear(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWGPU_InvalidateDeviceObjects(); ImGui_ImplWGPU_InvalidateDeviceObjects();
delete[] g_pFrameResources; delete[] bd->pFrameResources;
g_pFrameResources = nullptr; bd->pFrameResources = nullptr;
wgpuQueueRelease(g_defaultQueue); wgpuQueueRelease(bd->defaultQueue);
g_wgpuDevice = nullptr; bd->wgpuDevice = nullptr;
g_numFramesInFlight = 0; bd->numFramesInFlight = 0;
g_frameIndex = UINT_MAX; bd->frameIndex = UINT_MAX;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
} }
void ImGui_ImplWGPU_NewFrame(void) void ImGui_ImplWGPU_NewFrame()
{ {
if (!g_pipelineState) ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->pipelineState)
ImGui_ImplWGPU_CreateDeviceObjects(); ImGui_ImplWGPU_CreateDeviceObjects();
} }

View File

@ -1,37 +1,23 @@
const gui = @import("gui.zig"); const gui = @import("gui.zig");
pub const TextureFilterMode = enum(u32) {
nearest,
linear,
};
pub const Config = extern struct {
pipeline_multisample_count: u32 = 1,
texture_filter_mode: TextureFilterMode = .linear,
};
// This call will install GLFW callbacks to handle GUI interactions. // This call will install GLFW callbacks to handle GUI interactions.
// Those callbacks will chain-call user's previously installed callbacks, if any. // Those callbacks will chain-call user's previously installed callbacks, if any.
// This means that custom user's callbacks need to be installed *before* calling zgpu.gui.init(). // This means that custom user's callbacks need to be installed *before* calling zgpu.gui.init().
pub fn initWithConfig( pub fn init(
window: *const anyopaque, // zglfw.Window window: *const anyopaque, // zglfw.Window
wgpu_device: *const anyopaque, // wgpu.Device wgpu_device: *const anyopaque, // WGPUDevice
wgpu_swap_chain_format: u32, // wgpu.TextureFormat wgpu_swap_chain_format: u32, // WGPUTextureFormat
config: Config, wgpu_depth_format: u32, // WGPUTextureFormat
) void { ) void {
if (!ImGui_ImplGlfw_InitForOther(window, true)) { if (!ImGui_ImplGlfw_InitForOther(window, true)) {
unreachable; unreachable;
} }
if (!ImGui_ImplWGPU_Init(wgpu_device, 1, wgpu_swap_chain_format, &config)) { if (!ImGui_ImplWGPU_Init(wgpu_device, 1, wgpu_swap_chain_format, wgpu_depth_format)) {
unreachable; unreachable;
} }
} }
pub fn init(window: *const anyopaque, wgpu_device: *const anyopaque, wgpu_swap_chain_format: u32) void {
initWithConfig(window, wgpu_device, wgpu_swap_chain_format, .{});
}
pub fn deinit() void { pub fn deinit() void {
ImGui_ImplWGPU_Shutdown(); ImGui_ImplWGPU_Shutdown();
ImGui_ImplGlfw_Shutdown(); ImGui_ImplGlfw_Shutdown();
@ -58,10 +44,10 @@ extern fn ImGui_ImplGlfw_InitForOther(window: *const anyopaque, install_callback
extern fn ImGui_ImplGlfw_NewFrame() void; extern fn ImGui_ImplGlfw_NewFrame() void;
extern fn ImGui_ImplGlfw_Shutdown() void; extern fn ImGui_ImplGlfw_Shutdown() void;
extern fn ImGui_ImplWGPU_Init( extern fn ImGui_ImplWGPU_Init(
device: *const anyopaque, device: *const anyopaque, // WGPUDevice
num_frames_in_flight: u32, num_frames_in_flight: u32,
rt_format: u32, rt_format: u32, // WGPUTextureFormat
config: *const Config, wgpu_depth_format: u32, // WGPUTextureFormat
) bool; ) bool;
extern fn ImGui_ImplWGPU_NewFrame() void; extern fn ImGui_ImplWGPU_NewFrame() void;
extern fn ImGui_ImplWGPU_RenderDrawData(draw_data: *const anyopaque, pass_encoder: *const anyopaque) void; extern fn ImGui_ImplWGPU_RenderDrawData(draw_data: *const anyopaque, pass_encoder: *const anyopaque) void;