// zig-gamedev changes marked with `FIX(zig-gamedev)` // dear imgui: Renderer for WebGPU // This needs to be used along with a Platform Binding (e.g. GLFW) // (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V. // 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470) // 2022-11-24: Fixed validation error with default depth buffer settings. // 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init(). // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). // 2021-08-24: Fixed for latest specs. // 2021-05-24: Add support for draw_data->FramebufferScale. // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). // 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2021-01-28: Initial version. #include "imgui.h" #include #include // Dear ImGui prototypes from imgui_internal.h extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro). // FIX(zig-gamedev): We removed header file and declare all our external functions here. extern "C" { 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); IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(void); IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(void); IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(void); } // extern "C" // WebGPU data struct RenderResources { WGPUTexture FontTexture = nullptr; // Font texture WGPUTextureView FontTextureView = nullptr; // Texture view for font texture WGPUSampler Sampler = nullptr; // Sampler for the font texture WGPUBuffer Uniforms = nullptr; // Shader uniforms WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM }; struct FrameResources { WGPUBuffer IndexBuffer; WGPUBuffer VertexBuffer; ImDrawIdx* IndexBufferHost; ImDrawVert* VertexBufferHost; int IndexBufferSize; int VertexBufferSize; }; struct Uniforms { float MVP[4][4]; float Gamma; }; struct ImGui_ImplWGPU_Data { WGPUDevice wgpuDevice = nullptr; WGPUQueue defaultQueue = nullptr; WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined; WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined; WGPURenderPipeline pipelineState = nullptr; RenderResources renderResources; FrameResources* pFrameResources = nullptr; unsigned int numFramesInFlight = 0; unsigned int frameIndex = UINT_MAX; }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } //----------------------------------------------------------------------------- // SHADERS //----------------------------------------------------------------------------- static const char __shader_vert_wgsl[] = R"( struct VertexInput { @location(0) position: vec2, @location(1) uv: vec2, @location(2) color: vec4, }; struct VertexOutput { @builtin(position) position: vec4, @location(0) color: vec4, @location(1) uv: vec2, }; struct Uniforms { mvp: mat4x4, gamma: f32, }; @group(0) @binding(0) var uniforms: Uniforms; @vertex fn main(in: VertexInput) -> VertexOutput { var out: VertexOutput; out.position = uniforms.mvp * vec4(in.position, 0.0, 1.0); out.color = in.color; out.uv = in.uv; return out; } )"; static const char __shader_frag_wgsl[] = R"( struct VertexOutput { @builtin(position) position: vec4, @location(0) color: vec4, @location(1) uv: vec2, }; struct Uniforms { mvp: mat4x4, gamma: f32, }; @group(0) @binding(0) var uniforms: Uniforms; @group(0) @binding(1) var s: sampler; @group(1) @binding(0) var t: texture_2d; @fragment fn main(in: VertexOutput) -> @location(0) vec4 { let color = in.color * textureSample(t, s, in.uv); let corrected_color = pow(color.rgb, vec3(uniforms.gamma)); return vec4(corrected_color, color.a); } )"; static void SafeRelease(ImDrawIdx*& res) { if (res) delete[] res; res = nullptr; } static void SafeRelease(ImDrawVert*& res) { if (res) delete[] res; res = nullptr; } static void SafeRelease(WGPUBindGroupLayout& res) { if (res) wgpuBindGroupLayoutRelease(res); res = nullptr; } static void SafeRelease(WGPUBindGroup& res) { if (res) wgpuBindGroupRelease(res); res = nullptr; } static void SafeRelease(WGPUBuffer& res) { if (res) wgpuBufferRelease(res); res = nullptr; } // FIX(zig-gamedev): https://github.com/ocornut/imgui/commit/9266c0d2d1390e50d2d8070896932c2564594407 static void SafeRelease(WGPUPipelineLayout& res) { if (res) wgpuPipelineLayoutRelease(res); res = nullptr; } static void SafeRelease(WGPURenderPipeline& res) { if (res) wgpuRenderPipelineRelease(res); res = nullptr; } static void SafeRelease(WGPUSampler& res) { if (res) wgpuSamplerRelease(res); res = nullptr; } static void SafeRelease(WGPUShaderModule& res) { if (res) wgpuShaderModuleRelease(res); res = nullptr; } static void SafeRelease(WGPUTextureView& res) { if (res) wgpuTextureViewRelease(res); res = nullptr; } static void SafeRelease(WGPUTexture& res) { if (res) wgpuTextureRelease(res); res = nullptr; } static void SafeRelease(RenderResources& res) { SafeRelease(res.FontTexture); SafeRelease(res.FontTextureView); SafeRelease(res.Sampler); SafeRelease(res.Uniforms); SafeRelease(res.CommonBindGroup); SafeRelease(res.ImageBindGroup); SafeRelease(res.ImageBindGroupLayout); }; static void SafeRelease(FrameResources& res) { SafeRelease(res.IndexBuffer); SafeRelease(res.VertexBuffer); SafeRelease(res.IndexBufferHost); SafeRelease(res.VertexBufferHost); } static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; // FiX(zig-gamedev): `.source` renamed to `.code` wgsl_desc.code = wgsl_source; WGPUShaderModuleDescriptor desc = {}; desc.nextInChain = reinterpret_cast(&wgsl_desc); WGPUProgrammableStageDescriptor stage_desc = {}; stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); stage_desc.entryPoint = "main"; return stage_desc; } static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; WGPUBindGroupDescriptor image_bg_descriptor = {}; image_bg_descriptor.layout = layout; image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); image_bg_descriptor.entries = image_bg_entries; return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor); } static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). { float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; float mvp[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, { 0.0f, 0.0f, 0.5f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP)); float gamma; switch (bd->renderTargetFormat) { case WGPUTextureFormat_ASTC10x10UnormSrgb: case WGPUTextureFormat_ASTC10x5UnormSrgb: case WGPUTextureFormat_ASTC10x6UnormSrgb: case WGPUTextureFormat_ASTC10x8UnormSrgb: case WGPUTextureFormat_ASTC12x10UnormSrgb: case WGPUTextureFormat_ASTC12x12UnormSrgb: case WGPUTextureFormat_ASTC4x4UnormSrgb: case WGPUTextureFormat_ASTC5x5UnormSrgb: case WGPUTextureFormat_ASTC6x5UnormSrgb: case WGPUTextureFormat_ASTC6x6UnormSrgb: case WGPUTextureFormat_ASTC8x5UnormSrgb: case WGPUTextureFormat_ASTC8x6UnormSrgb: case WGPUTextureFormat_ASTC8x8UnormSrgb: case WGPUTextureFormat_BC1RGBAUnormSrgb: case WGPUTextureFormat_BC2RGBAUnormSrgb: case WGPUTextureFormat_BC3RGBAUnormSrgb: case WGPUTextureFormat_BC7RGBAUnormSrgb: case WGPUTextureFormat_BGRA8UnormSrgb: case WGPUTextureFormat_ETC2RGB8A1UnormSrgb: case WGPUTextureFormat_ETC2RGB8UnormSrgb: case WGPUTextureFormat_ETC2RGBA8UnormSrgb: case WGPUTextureFormat_RGBA8UnormSrgb: gamma = 2.2f; break; default: gamma = 1.0f; } wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma)); } // Setup viewport wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1); // Bind shader and vertex buffers wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState); wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr); // Setup blend factor WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); } // Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) { // Avoid rendering when minimized if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; // FIXME: Assuming that this only gets called once per frame! // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); bd->frameIndex = bd->frameIndex + 1; FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; // Create and grow vertex/index buffers if needed if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) { if (fr->VertexBuffer) { wgpuBufferDestroy(fr->VertexBuffer); wgpuBufferRelease(fr->VertexBuffer); } SafeRelease(fr->VertexBufferHost); fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; WGPUBufferDescriptor vb_desc = { nullptr, "Dear ImGui Vertex buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), false }; fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc); if (!fr->VertexBuffer) return; fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; } if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) { if (fr->IndexBuffer) { wgpuBufferDestroy(fr->IndexBuffer); wgpuBufferRelease(fr->IndexBuffer); } SafeRelease(fr->IndexBufferHost); fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; WGPUBufferDescriptor ib_desc = { nullptr, "Dear ImGui Index buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), false }; fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc); if (!fr->IndexBuffer) return; fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize]; } // Upload vertex/index data into a single contiguous GPU buffer ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); // Setup desired render state ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; ImVec2 clip_scale = draw_data->FramebufferScale; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); else pcmd->UserCallback(cmd_list, pcmd); } else { // Bind custom texture ImTextureID tex_id = pcmd->GetTexID(); ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); if (bind_group) { wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); } else { WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); } // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); 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(). if (clip_min.x < 0.0f) clip_min.x = 0.0f; if (clip_min.y < 0.0f) clip_min.y = 0.0f; if (clip_max.x > draw_data->DisplaySize.x) clip_max.x = draw_data->DisplaySize.x; if (clip_max.y > draw_data->DisplaySize.y) clip_max.y = draw_data->DisplaySize.y; // Apply scissor/clipping rectangle, Draw wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } global_idx_offset += cmd_list->IdxBuffer.Size; global_vtx_offset += cmd_list->VtxBuffer.Size; } } static void ImGui_ImplWGPU_CreateFontsTexture() { // Build texture atlas ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height, size_pp; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp); // Upload texture to graphics system { WGPUTextureDescriptor tex_desc = {}; tex_desc.label = "Dear ImGui Font Texture"; tex_desc.dimension = WGPUTextureDimension_2D; tex_desc.size.width = width; tex_desc.size.height = height; tex_desc.size.depthOrArrayLayers = 1; tex_desc.sampleCount = 1; tex_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_desc.mipLevelCount = 1; tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc); WGPUTextureViewDescriptor tex_view_desc = {}; tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_view_desc.dimension = WGPUTextureViewDimension_2D; tex_view_desc.baseMipLevel = 0; tex_view_desc.mipLevelCount = 1; tex_view_desc.baseArrayLayer = 0; tex_view_desc.arrayLayerCount = 1; tex_view_desc.aspect = WGPUTextureAspect_All; bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc); } // Upload texture data { WGPUImageCopyTexture dst_view = {}; dst_view.texture = bd->renderResources.FontTexture; dst_view.mipLevel = 0; dst_view.origin = { 0, 0, 0 }; dst_view.aspect = WGPUTextureAspect_All; WGPUTextureDataLayout layout = {}; layout.offset = 0; layout.bytesPerRow = width * size_pp; layout.rowsPerImage = height; WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); } // Create the associated sampler // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { WGPUSamplerDescriptor sampler_desc = {}; sampler_desc.minFilter = WGPUFilterMode_Linear; sampler_desc.magFilter = WGPUFilterMode_Linear; // FIX(zig-gamedev): WGPUFilterMode_Linear should be WGPUMipmapFilterMode_Linear sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; sampler_desc.addressModeU = WGPUAddressMode_Repeat; sampler_desc.addressModeV = WGPUAddressMode_Repeat; sampler_desc.addressModeW = WGPUAddressMode_Repeat; sampler_desc.maxAnisotropy = 1; bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); } // Store our identifier static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView); } static void ImGui_ImplWGPU_CreateUniformBuffer() { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); WGPUBufferDescriptor ub_desc = { nullptr, "Dear ImGui Uniform buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, MEMALIGN(sizeof(Uniforms), 16), false }; bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc); } bool ImGui_ImplWGPU_CreateDeviceObjects() { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); if (!bd->wgpuDevice) return false; if (bd->pipelineState) ImGui_ImplWGPU_InvalidateDeviceObjects(); // Create render pipeline WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; graphics_pipeline_desc.multisample.count = 1; graphics_pipeline_desc.multisample.mask = UINT_MAX; graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false; // Bind group layouts WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; common_bg_layout_entries[0].binding = 0; common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform; common_bg_layout_entries[1].binding = 1; common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment; common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering; WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {}; image_bg_layout_entries[0].binding = 0; image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment; image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float; image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D; WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {}; common_bg_layout_desc.entryCount = 2; common_bg_layout_desc.entries = common_bg_layout_entries; WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {}; image_bg_layout_desc.entryCount = 1; image_bg_layout_desc.entries = image_bg_layout_entries; WGPUBindGroupLayout bg_layouts[2]; bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc); bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc); WGPUPipelineLayoutDescriptor layout_desc = {}; layout_desc.bindGroupLayoutCount = 2; layout_desc.bindGroupLayouts = bg_layouts; graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc); // Create the vertex shader WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl); graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; // Vertex input configuration WGPUVertexAttribute attribute_desc[] = { { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 }, { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 }, { WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 }, }; WGPUVertexBufferLayout buffer_layouts[1]; buffer_layouts[0].arrayStride = sizeof(ImDrawVert); buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex; buffer_layouts[0].attributeCount = 3; buffer_layouts[0].attributes = attribute_desc; graphics_pipeline_desc.vertex.bufferCount = 1; graphics_pipeline_desc.vertex.buffers = buffer_layouts; // Create the pixel shader WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl); // Create the blending setup WGPUBlendState blend_state = {}; blend_state.alpha.operation = WGPUBlendOperation_Add; blend_state.alpha.srcFactor = WGPUBlendFactor_One; blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; blend_state.color.operation = WGPUBlendOperation_Add; blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha; blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; WGPUColorTargetState color_state = {}; color_state.format = bd->renderTargetFormat; color_state.blend = &blend_state; color_state.writeMask = WGPUColorWriteMask_All; WGPUFragmentState fragment_state = {}; fragment_state.module = pixel_shader_desc.module; fragment_state.entryPoint = pixel_shader_desc.entryPoint; fragment_state.targetCount = 1; fragment_state.targets = &color_state; graphics_pipeline_desc.fragment = &fragment_state; // Create depth-stencil State WGPUDepthStencilState depth_stencil_state = {}; depth_stencil_state.format = bd->depthStencilFormat; depth_stencil_state.depthWriteEnabled = false; depth_stencil_state.depthCompare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; // FIX(zig-gamedev): https://github.com/ocornut/imgui/commit/03417cc77d15100b18c486b55db409ee5e9c363e depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep; depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep; depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; // FIX(zig-gamedev): https://github.com/ocornut/imgui/commit/03417cc77d15100b18c486b55db409ee5e9c363e depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep; depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep; depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep; // Configure disabled depth-stencil state graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state; bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc); ImGui_ImplWGPU_CreateFontsTexture(); ImGui_ImplWGPU_CreateUniformBuffer(); // Create resource bind group WGPUBindGroupEntry common_bg_entries[] = { { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 }, { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 }, }; WGPUBindGroupDescriptor common_bg_descriptor = {}; common_bg_descriptor.layout = bg_layouts[0]; common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); common_bg_descriptor.entries = common_bg_entries; bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView); bd->renderResources.ImageBindGroup = image_bind_group; bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group); SafeRelease(vertex_shader_desc.module); SafeRelease(pixel_shader_desc.module); // FIX(zig-gamedev): https://github.com/ocornut/imgui/commit/9266c0d2d1390e50d2d8070896932c2564594407 SafeRelease(graphics_pipeline_desc.layout); SafeRelease(bg_layouts[0]); return true; } void ImGui_ImplWGPU_InvalidateDeviceObjects() { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); if (!bd->wgpuDevice) return; SafeRelease(bd->pipelineState); SafeRelease(bd->renderResources); ImGuiIO& io = ImGui::GetIO(); io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. for (unsigned int i = 0; i < bd->numFramesInFlight; i++) SafeRelease(bd->pFrameResources[i]); } bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_webgpu"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. bd->wgpuDevice = device; bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); bd->renderTargetFormat = rt_format; bd->depthStencilFormat = depth_format; bd->numFramesInFlight = num_frames_in_flight; bd->frameIndex = UINT_MAX; bd->renderResources.FontTexture = nullptr; bd->renderResources.FontTextureView = nullptr; bd->renderResources.Sampler = nullptr; bd->renderResources.Uniforms = nullptr; bd->renderResources.CommonBindGroup = nullptr; bd->renderResources.ImageBindGroups.Data.reserve(100); bd->renderResources.ImageBindGroup = nullptr; bd->renderResources.ImageBindGroupLayout = nullptr; // Create buffers with a default size (they will later be grown as needed) bd->pFrameResources = new FrameResources[num_frames_in_flight]; for (int i = 0; i < num_frames_in_flight; i++) { FrameResources* fr = &bd->pFrameResources[i]; fr->IndexBuffer = nullptr; fr->VertexBuffer = nullptr; fr->IndexBufferHost = nullptr; fr->VertexBufferHost = nullptr; fr->IndexBufferSize = 10000; fr->VertexBufferSize = 5000; } return true; } void ImGui_ImplWGPU_Shutdown() { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplWGPU_InvalidateDeviceObjects(); delete[] bd->pFrameResources; bd->pFrameResources = nullptr; wgpuQueueRelease(bd->defaultQueue); bd->wgpuDevice = nullptr; bd->numFramesInFlight = 0; bd->frameIndex = UINT_MAX; io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; IM_DELETE(bd); } void ImGui_ImplWGPU_NewFrame() { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); if (!bd->pipelineState) ImGui_ImplWGPU_CreateDeviceObjects(); }