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@ -1,12 +1,10 @@
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// zig-gamedev changes marked with `FIX(zig-gamedev)`
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// dear imgui: Renderer for WebGPU
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// This needs to be used along with a Platform Binding (e.g. GLFW)
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// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -15,14 +13,9 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
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// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
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// 2022-11-24: Fixed validation error with default depth buffer settings.
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// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-10-11: Using 'nullptr' instead of 'nullptr' as per our switch to C++11.
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// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
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// 2021-08-24: Fixed for latest specs.
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// 2021-08-24: Fix for latest specs.
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// 2021-05-24: Add support for draw_data->FramebufferScale.
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// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
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@ -33,36 +26,52 @@
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#include <limits.h>
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#include <webgpu/webgpu.h>
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#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)))
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#if defined(__EMSCRIPTEN__) && !HAS_EMSCRIPTEN_VERSION(2, 0, 20)
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#error "Requires at least emscripten 2.0.20"
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#endif
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// Dear ImGui prototypes from imgui_internal.h
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extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
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#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
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// FIX(zig-gamedev): We removed header file and declare all our external functions here.
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// mziulek: We removed header file and declare all our external functions here.
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extern "C" {
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IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined);
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IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(void);
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IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(void);
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IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
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|
struct Config
|
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|
|
{
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|
unsigned int pipeline_multisample_count;
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|
unsigned int texture_filter_mode;
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|
};
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bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, const Config* config);
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void ImGui_ImplWGPU_Shutdown(void);
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void ImGui_ImplWGPU_NewFrame(void);
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void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(void);
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IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(void);
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void ImGui_ImplWGPU_InvalidateDeviceObjects(void);
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bool ImGui_ImplWGPU_CreateDeviceObjects(void);
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} // extern "C"
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// WebGPU data
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static WGPUDevice g_wgpuDevice = nullptr;
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static WGPUQueue g_defaultQueue = nullptr;
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static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
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static WGPURenderPipeline g_pipelineState = nullptr;
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struct RenderResources
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|
{
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WGPUTexture FontTexture = nullptr; // Font texture
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WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
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WGPUSampler Sampler = nullptr; // Sampler for the font texture
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WGPUBuffer Uniforms = nullptr; // Shader uniforms
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WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
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|
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
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WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
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|
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
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WGPUTexture FontTexture; // Font texture
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WGPUTextureView FontTextureView; // Texture view for font texture
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|
WGPUSampler Sampler; // Sampler for the font texture
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|
WGPUBuffer Uniforms; // Shader uniforms
|
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|
|
WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline
|
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|
|
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
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|
|
WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui
|
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|
|
WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
|
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|
|
};
|
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|
|
static RenderResources g_resources;
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|
|
struct FrameResources
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|
|
{
|
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|
|
@ -73,91 +82,129 @@ struct FrameResources
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|
|
int IndexBufferSize;
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|
|
int VertexBufferSize;
|
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|
|
};
|
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|
|
static FrameResources* g_pFrameResources = nullptr;
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|
static unsigned int g_numFramesInFlight = 0;
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|
|
static unsigned int g_frameIndex = UINT_MAX;
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|
struct Uniforms
|
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|
|
|
{
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|
|
float MVP[4][4];
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|
|
float Gamma;
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|
|
};
|
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|
struct ImGui_ImplWGPU_Data
|
|
|
|
|
{
|
|
|
|
|
WGPUDevice wgpuDevice = nullptr;
|
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|
|
WGPUQueue defaultQueue = nullptr;
|
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|
|
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
|
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|
|
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
|
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|
WGPURenderPipeline pipelineState = nullptr;
|
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|
|
RenderResources renderResources;
|
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|
|
FrameResources* pFrameResources = nullptr;
|
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|
|
unsigned int numFramesInFlight = 0;
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|
|
unsigned int frameIndex = UINT_MAX;
|
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|
|
|
};
|
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|
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
|
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|
|
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
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|
|
static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
|
|
|
|
|
{
|
|
|
|
|
return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
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|
|
}
|
|
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|
|
static Config g_config;
|
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|
//-----------------------------------------------------------------------------
|
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|
|
// SHADERS
|
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|
|
//-----------------------------------------------------------------------------
|
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|
|
static const char __shader_vert_wgsl[] = R"(
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|
|
struct VertexInput {
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|
|
@location(0) position: vec2<f32>,
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|
|
@location(1) uv: vec2<f32>,
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|
|
@location(2) color: vec4<f32>,
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|
|
};
|
|
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|
|
// glsl_shader.vert, compiled with:
|
|
|
|
|
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
|
|
|
|
|
/*
|
|
|
|
|
#version 450 core
|
|
|
|
|
layout(location = 0) in vec2 aPos;
|
|
|
|
|
layout(location = 1) in vec2 aUV;
|
|
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|
|
layout(location = 2) in vec4 aColor;
|
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|
|
layout(set=0, binding = 0) uniform transform { mat4 mvp; };
|
|
|
|
|
|
|
|
|
|
struct VertexOutput {
|
|
|
|
|
@builtin(position) position: vec4<f32>,
|
|
|
|
|
@location(0) color: vec4<f32>,
|
|
|
|
|
@location(1) uv: vec2<f32>,
|
|
|
|
|
};
|
|
|
|
|
out gl_PerVertex { vec4 gl_Position; };
|
|
|
|
|
layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
void main()
|
|
|
|
|
{
|
|
|
|
|
Out.Color = aColor;
|
|
|
|
|
Out.UV = aUV;
|
|
|
|
|
gl_Position = mvp * vec4(aPos, 0, 1);
|
|
|
|
|
}
|
|
|
|
|
)";
|
|
|
|
|
|
|
|
|
|
static const char __shader_frag_wgsl[] = R"(
|
|
|
|
|
struct VertexOutput {
|
|
|
|
|
@builtin(position) position: vec4<f32>,
|
|
|
|
|
@location(0) color: vec4<f32>,
|
|
|
|
|
@location(1) uv: vec2<f32>,
|
|
|
|
|
*/
|
|
|
|
|
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
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
// glsl_shader.frag, compiled with:
|
|
|
|
|
// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
|
|
|
|
|
/*
|
|
|
|
|
#version 450 core
|
|
|
|
|
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
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
static void SafeRelease(ImDrawIdx*& res)
|
|
|
|
|
{
|
|
|
|
@ -239,40 +286,35 @@ static void SafeRelease(FrameResources& res)
|
|
|
|
|
SafeRelease(res.VertexBufferHost);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
|
|
|
|
|
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size)
|
|
|
|
|
{
|
|
|
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
|
|
|
|
|
|
|
|
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
|
|
|
|
|
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
|
|
|
|
|
// FiX(zig-gamedev): `.source` renamed to `.code`
|
|
|
|
|
wgsl_desc.code = wgsl_source;
|
|
|
|
|
WGPUShaderModuleSPIRVDescriptor spirv_desc = {};
|
|
|
|
|
spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
|
|
|
|
|
spirv_desc.codeSize = binary_data_size;
|
|
|
|
|
spirv_desc.code = binary_data;
|
|
|
|
|
|
|
|
|
|
WGPUShaderModuleDescriptor desc = {};
|
|
|
|
|
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
|
|
|
|
|
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc);
|
|
|
|
|
|
|
|
|
|
WGPUProgrammableStageDescriptor stage_desc = {};
|
|
|
|
|
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
|
|
|
|
|
stage_desc.module = wgpuDeviceCreateShaderModule(g_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);
|
|
|
|
|
return wgpuDeviceCreateBindGroup(g_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).
|
|
|
|
|
{
|
|
|
|
@ -287,38 +329,7 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
|
|
|
|
|
{ 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));
|
|
|
|
|
wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Setup viewport
|
|
|
|
@ -327,8 +338,8 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
|
|
|
|
|
// 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);
|
|
|
|
|
wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
|
|
|
|
|
wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, nullptr);
|
|
|
|
|
|
|
|
|
|
// Setup blend factor
|
|
|
|
|
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
|
|
|
|
@ -345,9 +356,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|
|
|
|
|
|
|
|
|
// 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];
|
|
|
|
|
g_frameIndex = g_frameIndex + 1;
|
|
|
|
|
FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
|
|
|
|
|
|
|
|
|
|
// Create and grow vertex/index buffers if needed
|
|
|
|
|
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
|
|
|
@ -365,10 +375,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|
|
|
|
nullptr,
|
|
|
|
|
"Dear ImGui Vertex buffer",
|
|
|
|
|
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
|
|
|
|
|
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
|
|
|
|
|
fr->VertexBufferSize * sizeof(ImDrawVert),
|
|
|
|
|
false
|
|
|
|
|
};
|
|
|
|
|
fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
|
|
|
|
|
fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc);
|
|
|
|
|
if (!fr->VertexBuffer)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
@ -389,10 +399,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|
|
|
|
nullptr,
|
|
|
|
|
"Dear ImGui Index buffer",
|
|
|
|
|
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
|
|
|
|
|
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
|
|
|
|
|
fr->IndexBufferSize * sizeof(ImDrawIdx),
|
|
|
|
|
false
|
|
|
|
|
};
|
|
|
|
|
fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
|
|
|
|
|
fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc);
|
|
|
|
|
if (!fr->IndexBuffer)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
@ -410,10 +420,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|
|
|
|
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);
|
|
|
|
|
int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3;
|
|
|
|
|
int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3;
|
|
|
|
|
wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
|
|
|
|
|
wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
|
|
|
|
|
|
|
|
|
|
// Setup desired render state
|
|
|
|
|
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
|
|
|
@ -444,15 +454,15 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|
|
|
|
// 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);
|
|
|
|
|
auto bind_group = g_resources.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);
|
|
|
|
|
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
|
|
|
|
|
g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
|
|
|
|
|
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -462,7 +472,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
|
|
|
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// FIX(zig-gamedev): Fixes 'Popups and Modal windows->Modals->Stacked modals..' from showDemoWindow().
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// mziulek: Fixes 'Popups and Modal windows->Modals->Stacked modals..' from showDemoWindow().
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if (clip_min.x < 0.0f) clip_min.x = 0.0f;
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if (clip_min.y < 0.0f) clip_min.y = 0.0f;
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if (clip_max.x > draw_data->DisplaySize.x) clip_max.x = draw_data->DisplaySize.x;
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@ -481,7 +491,6 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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static void ImGui_ImplWGPU_CreateFontsTexture()
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{
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// Build texture atlas
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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height, size_pp;
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@ -499,7 +508,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
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tex_desc.mipLevelCount = 1;
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tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
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bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
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g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc);
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WGPUTextureViewDescriptor tex_view_desc = {};
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tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
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@ -509,13 +518,13 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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tex_view_desc.baseArrayLayer = 0;
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tex_view_desc.arrayLayerCount = 1;
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tex_view_desc.aspect = WGPUTextureAspect_All;
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bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
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g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc);
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}
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// Upload texture data
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{
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WGPUImageCopyTexture dst_view = {};
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dst_view.texture = bd->renderResources.FontTexture;
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dst_view.texture = g_resources.FontTexture;
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dst_view.mipLevel = 0;
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dst_view.origin = { 0, 0, 0 };
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dst_view.aspect = WGPUTextureAspect_All;
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@ -524,49 +533,50 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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layout.bytesPerRow = width * size_pp;
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layout.rowsPerImage = height;
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WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
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wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
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wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
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}
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// Create the associated sampler
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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{
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const WGPUMipmapFilterMode mipmap_filter_mode = g_config.texture_filter_mode == 1 ? WGPUMipmapFilterMode_Linear : WGPUMipmapFilterMode_Nearest;
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const WGPUFilterMode filter_mode = g_config.texture_filter_mode == 1 ? WGPUFilterMode_Linear : WGPUFilterMode_Nearest;
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WGPUSamplerDescriptor sampler_desc = {};
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sampler_desc.minFilter = WGPUFilterMode_Linear;
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sampler_desc.magFilter = WGPUFilterMode_Linear;
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// FIX(zig-gamedev): WGPUFilterMode_Linear should be WGPUMipmapFilterMode_Linear
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sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
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sampler_desc.minFilter = filter_mode;
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sampler_desc.magFilter = filter_mode;
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sampler_desc.mipmapFilter = mipmap_filter_mode;
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sampler_desc.addressModeU = WGPUAddressMode_Repeat;
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sampler_desc.addressModeV = WGPUAddressMode_Repeat;
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sampler_desc.addressModeW = WGPUAddressMode_Repeat;
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sampler_desc.maxAnisotropy = 1;
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bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
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g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc);
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}
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// Store our identifier
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static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
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io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
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static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
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io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView);
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}
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static void ImGui_ImplWGPU_CreateUniformBuffer()
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{
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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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WGPUBufferDescriptor ub_desc =
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{
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nullptr,
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"Dear ImGui Uniform buffer",
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
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MEMALIGN(sizeof(Uniforms), 16),
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sizeof(Uniforms),
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false
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};
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bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
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g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc);
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}
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bool ImGui_ImplWGPU_CreateDeviceObjects()
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bool ImGui_ImplWGPU_CreateDeviceObjects(void)
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{
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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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if (!bd->wgpuDevice)
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if (!g_wgpuDevice)
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return false;
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if (bd->pipelineState)
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if (g_pipelineState)
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ImGui_ImplWGPU_InvalidateDeviceObjects();
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// Create render pipeline
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@ -575,44 +585,13 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
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graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
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graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
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graphics_pipeline_desc.multisample.count = 1;
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graphics_pipeline_desc.multisample.count = g_config.pipeline_multisample_count;
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graphics_pipeline_desc.multisample.mask = UINT_MAX;
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graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
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// Bind group layouts
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WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
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common_bg_layout_entries[0].binding = 0;
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common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
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common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
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common_bg_layout_entries[1].binding = 1;
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common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
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common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
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WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
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image_bg_layout_entries[0].binding = 0;
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image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
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image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
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image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
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WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
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common_bg_layout_desc.entryCount = 2;
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common_bg_layout_desc.entries = common_bg_layout_entries;
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WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
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image_bg_layout_desc.entryCount = 1;
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image_bg_layout_desc.entries = image_bg_layout_entries;
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WGPUBindGroupLayout bg_layouts[2];
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bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
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bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
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WGPUPipelineLayoutDescriptor layout_desc = {};
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layout_desc.bindGroupLayoutCount = 2;
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layout_desc.bindGroupLayouts = bg_layouts;
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graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
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graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation
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// Create the vertex shader
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WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
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WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t));
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graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
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graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
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@ -634,7 +613,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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graphics_pipeline_desc.vertex.buffers = buffer_layouts;
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// Create the pixel shader
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WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
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WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t));
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// Create the blending setup
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WGPUBlendState blend_state = {};
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@ -646,7 +625,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
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WGPUColorTargetState color_state = {};
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color_state.format = bd->renderTargetFormat;
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color_state.format = g_renderTargetFormat;
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color_state.blend = &blend_state;
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color_state.writeMask = WGPUColorWriteMask_All;
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@ -660,37 +639,39 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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// Create depth-stencil State
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WGPUDepthStencilState depth_stencil_state = {};
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depth_stencil_state.format = bd->depthStencilFormat;
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depth_stencil_state.depthWriteEnabled = false;
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depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
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depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
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depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
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depth_stencil_state.depthBias = 0;
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depth_stencil_state.depthBiasClamp = 0;
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depth_stencil_state.depthBiasSlopeScale = 0;
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// Configure disabled depth-stencil state
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graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
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graphics_pipeline_desc.depthStencil = nullptr;
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bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
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g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc);
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ImGui_ImplWGPU_CreateFontsTexture();
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ImGui_ImplWGPU_CreateUniformBuffer();
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// Create resource bind group
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WGPUBindGroupLayout bg_layouts[2];
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bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0);
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bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1);
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WGPUBindGroupEntry common_bg_entries[] =
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{
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{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
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{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
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{ nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
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{ nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 },
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};
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WGPUBindGroupDescriptor common_bg_descriptor = {};
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common_bg_descriptor.layout = bg_layouts[0];
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common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
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common_bg_descriptor.entries = common_bg_entries;
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bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
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g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor);
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
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bd->renderResources.ImageBindGroup = image_bind_group;
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bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
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bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView);
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g_resources.ImageBindGroup = image_bind_group;
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g_resources.ImageBindGroupLayout = bg_layouts[1];
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g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
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SafeRelease(vertex_shader_desc.module);
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SafeRelease(pixel_shader_desc.module);
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@ -699,54 +680,50 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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return true;
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}
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void ImGui_ImplWGPU_InvalidateDeviceObjects()
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void ImGui_ImplWGPU_InvalidateDeviceObjects(void)
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{
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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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if (!bd->wgpuDevice)
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if (!g_wgpuDevice)
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return;
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SafeRelease(bd->pipelineState);
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SafeRelease(bd->renderResources);
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SafeRelease(g_pipelineState);
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SafeRelease(g_resources);
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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io.Fonts->SetTexID(nullptr); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
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SafeRelease(bd->pFrameResources[i]);
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for (unsigned int i = 0; i < g_numFramesInFlight; i++)
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SafeRelease(g_pFrameResources[i]);
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}
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bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
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bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, const Config* config)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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g_config = *config;
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// Setup backend capabilities flags
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ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
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io.BackendRendererUserData = (void*)bd;
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_webgpu";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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bd->wgpuDevice = device;
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bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
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bd->renderTargetFormat = rt_format;
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bd->depthStencilFormat = depth_format;
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bd->numFramesInFlight = num_frames_in_flight;
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bd->frameIndex = UINT_MAX;
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g_wgpuDevice = device;
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g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice);
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g_renderTargetFormat = rt_format;
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g_pFrameResources = new FrameResources[num_frames_in_flight];
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g_numFramesInFlight = num_frames_in_flight;
|
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g_frameIndex = UINT_MAX;
|
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|
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bd->renderResources.FontTexture = nullptr;
|
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bd->renderResources.FontTextureView = nullptr;
|
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|
bd->renderResources.Sampler = nullptr;
|
|
|
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|
bd->renderResources.Uniforms = nullptr;
|
|
|
|
|
bd->renderResources.CommonBindGroup = nullptr;
|
|
|
|
|
bd->renderResources.ImageBindGroups.Data.reserve(100);
|
|
|
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|
bd->renderResources.ImageBindGroup = nullptr;
|
|
|
|
|
bd->renderResources.ImageBindGroupLayout = nullptr;
|
|
|
|
|
g_resources.FontTexture = nullptr;
|
|
|
|
|
g_resources.FontTextureView = nullptr;
|
|
|
|
|
g_resources.Sampler = nullptr;
|
|
|
|
|
g_resources.Uniforms = nullptr;
|
|
|
|
|
g_resources.CommonBindGroup = nullptr;
|
|
|
|
|
g_resources.ImageBindGroups.Data.reserve(100);
|
|
|
|
|
g_resources.ImageBindGroup = nullptr;
|
|
|
|
|
g_resources.ImageBindGroupLayout = nullptr;
|
|
|
|
|
|
|
|
|
|
// Create buffers with a default size (they will later be grown as needed)
|
|
|
|
|
bd->pFrameResources = new FrameResources[num_frames_in_flight];
|
|
|
|
|
for (int i = 0; i < num_frames_in_flight; i++)
|
|
|
|
|
{
|
|
|
|
|
FrameResources* fr = &bd->pFrameResources[i];
|
|
|
|
|
FrameResources* fr = &g_pFrameResources[i];
|
|
|
|
|
fr->IndexBuffer = nullptr;
|
|
|
|
|
fr->VertexBuffer = nullptr;
|
|
|
|
|
fr->IndexBufferHost = nullptr;
|
|
|
|
@ -758,29 +735,22 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ImGui_ImplWGPU_Shutdown()
|
|
|
|
|
void ImGui_ImplWGPU_Shutdown(void)
|
|
|
|
|
{
|
|
|
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
|
|
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
|
// mziulek: Explicitly release the memory reserved in ImGui_ImplWGPU_Init().
|
|
|
|
|
g_resources.ImageBindGroups.Clear();
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
delete[] g_pFrameResources;
|
|
|
|
|
g_pFrameResources = nullptr;
|
|
|
|
|
wgpuQueueRelease(g_defaultQueue);
|
|
|
|
|
g_wgpuDevice = nullptr;
|
|
|
|
|
g_numFramesInFlight = 0;
|
|
|
|
|
g_frameIndex = UINT_MAX;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ImGui_ImplWGPU_NewFrame()
|
|
|
|
|
void ImGui_ImplWGPU_NewFrame(void)
|
|
|
|
|
{
|
|
|
|
|
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
|
|
|
|
if (!bd->pipelineState)
|
|
|
|
|
if (!g_pipelineState)
|
|
|
|
|
ImGui_ImplWGPU_CreateDeviceObjects();
|
|
|
|
|
}
|
|
|
|
|