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Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. (#7240)
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@ -16,6 +16,7 @@
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// CHANGELOG
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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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// (minor and older changes stripped away, please see git history for details)
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// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
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// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
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// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
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// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
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// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
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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: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
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@ -73,6 +74,7 @@ struct Uniforms
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struct ImGui_ImplWGPU_Data
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struct ImGui_ImplWGPU_Data
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{
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{
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ImGui_ImplWGPU_InitInfo initInfo;
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WGPUDevice wgpuDevice = nullptr;
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WGPUDevice wgpuDevice = nullptr;
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WGPUQueue defaultQueue = nullptr;
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WGPUQueue defaultQueue = nullptr;
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WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
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WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
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@ -712,7 +714,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
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SafeRelease(bd->pFrameResources[i]);
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SafeRelease(bd->pFrameResources[i]);
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}
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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(ImGui_ImplWGPU_InitInfo* init_info)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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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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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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@ -723,11 +725,12 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
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io.BackendRendererName = "imgui_impl_webgpu";
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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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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->initInfo = *init_info;
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bd->wgpuDevice = init_info->Device;
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bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
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bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
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bd->renderTargetFormat = rt_format;
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bd->renderTargetFormat = init_info->RenderTargetFormat;
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bd->depthStencilFormat = depth_format;
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bd->depthStencilFormat = init_info->DepthStencilFormat;
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bd->numFramesInFlight = num_frames_in_flight;
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bd->numFramesInFlight = init_info->NumFramesInFlight;
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bd->frameIndex = UINT_MAX;
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bd->frameIndex = UINT_MAX;
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bd->renderResources.FontTexture = nullptr;
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bd->renderResources.FontTexture = nullptr;
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@ -740,8 +743,8 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
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bd->renderResources.ImageBindGroupLayout = nullptr;
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bd->renderResources.ImageBindGroupLayout = nullptr;
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// Create buffers with a default size (they will later be grown as needed)
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// Create buffers with a default size (they will later be grown as needed)
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bd->pFrameResources = new FrameResources[num_frames_in_flight];
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bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
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for (int i = 0; i < num_frames_in_flight; i++)
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for (int i = 0; i < bd->numFramesInFlight; i++)
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{
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{
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FrameResources* fr = &bd->pFrameResources[i];
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FrameResources* fr = &bd->pFrameResources[i];
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fr->IndexBuffer = nullptr;
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fr->IndexBuffer = nullptr;
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@ -20,7 +20,16 @@
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#include <webgpu/webgpu.h>
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#include <webgpu/webgpu.h>
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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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// Initialization data, for ImGui_ImplWGPU_Init()
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struct ImGui_ImplWGPU_InitInfo
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{
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WGPUDevice Device;
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int NumFramesInFlight = 3;
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WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
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WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
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};
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IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
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IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
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IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
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@ -43,6 +43,8 @@ Breaking changes:
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- Commented out ImGuiIO::ImeWindowHandle obsoleted in 1.87 in favor of writing
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- Commented out ImGuiIO::ImeWindowHandle obsoleted in 1.87 in favor of writing
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to 'void* ImGuiViewport::PlatformHandleRaw'.
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to 'void* ImGuiViewport::PlatformHandleRaw'.
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- Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure
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instead of variety of parameters, allowing for easier further changes. (#7240)
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Other changes:
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Other changes:
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@ -96,7 +96,12 @@ int main(int, char**)
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#ifdef __EMSCRIPTEN__
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#ifdef __EMSCRIPTEN__
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ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
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ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
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#endif
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#endif
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ImGui_ImplWGPU_Init(wgpu_device, 3, wgpu_preferred_fmt, WGPUTextureFormat_Undefined);
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ImGui_ImplWGPU_InitInfo init_info;
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init_info.Device = wgpu_device;
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init_info.NumFramesInFlight = 3;
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init_info.RenderTargetFormat = wgpu_preferred_fmt;
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init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
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ImGui_ImplWGPU_Init(&init_info);
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// Load Fonts
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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