Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends.

In theory supporting multiple contexts (untested).
This commit is contained in:
ocornut 2023-04-11 15:25:21 +02:00
parent 18d72a9142
commit cbdac1e150
2 changed files with 121 additions and 85 deletions

View File

@ -13,6 +13,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 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) // 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. // 2022-11-24: 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(). // 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
@ -34,24 +35,17 @@
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
// WebGPU data // WebGPU data
static WGPUDevice g_wgpuDevice = nullptr;
static WGPUQueue g_defaultQueue = nullptr;
static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
static WGPUTextureFormat g_depthStencilFormat = WGPUTextureFormat_Undefined;
static WGPURenderPipeline g_pipelineState = nullptr;
struct RenderResources struct RenderResources
{ {
WGPUTexture FontTexture; // Font texture WGPUTexture FontTexture = nullptr; // Font texture
WGPUTextureView FontTextureView; // Texture view for font texture WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
WGPUSampler Sampler; // Sampler for the font texture WGPUSampler Sampler = nullptr; // Sampler for the font texture
WGPUBuffer Uniforms; // Shader uniforms WGPUBuffer Uniforms = nullptr; // Shader uniforms
WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
}; };
static RenderResources g_resources;
struct FrameResources struct FrameResources
{ {
@ -62,15 +56,33 @@ struct FrameResources
int IndexBufferSize; int IndexBufferSize;
int VertexBufferSize; int VertexBufferSize;
}; };
static FrameResources* g_pFrameResources = nullptr;
static unsigned int g_numFramesInFlight = 0;
static unsigned int g_frameIndex = UINT_MAX;
struct Uniforms struct Uniforms
{ {
float MVP[4][4]; float MVP[4][4];
}; };
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 // SHADERS
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -265,6 +277,8 @@ static void SafeRelease(FrameResources& res)
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size) static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size)
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUShaderModuleSPIRVDescriptor spirv_desc = {}; WGPUShaderModuleSPIRVDescriptor spirv_desc = {};
spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor; spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
spirv_desc.codeSize = binary_data_size; spirv_desc.codeSize = binary_data_size;
@ -274,24 +288,27 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc); desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc);
WGPUProgrammableStageDescriptor stage_desc = {}; WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc); stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
stage_desc.entryPoint = "main"; stage_desc.entryPoint = "main";
return stage_desc; return stage_desc;
} }
static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
WGPUBindGroupDescriptor image_bg_descriptor = {}; WGPUBindGroupDescriptor image_bg_descriptor = {};
image_bg_descriptor.layout = layout; image_bg_descriptor.layout = layout;
image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
image_bg_descriptor.entries = image_bg_entries; image_bg_descriptor.entries = image_bg_entries;
return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor); return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
} }
static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
// Setup orthographic projection matrix into our constant buffer // Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{ {
@ -306,7 +323,7 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
{ 0.0f, 0.0f, 0.5f, 0.0f }, { 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
}; };
wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp)); wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, 0, mvp, sizeof(mvp));
} }
// Setup viewport // Setup viewport
@ -315,8 +332,8 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
// Bind shader and vertex buffers // Bind shader and vertex buffers
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState); wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, nullptr); wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
// Setup blend factor // Setup blend factor
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
@ -333,8 +350,9 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// FIXME: Assuming that this only gets called once per frame! // FIXME: Assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
g_frameIndex = g_frameIndex + 1; ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; bd->frameIndex = bd->frameIndex + 1;
FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed // Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
@ -355,7 +373,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
fr->VertexBufferSize * sizeof(ImDrawVert), fr->VertexBufferSize * sizeof(ImDrawVert),
false false
}; };
fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc); fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
if (!fr->VertexBuffer) if (!fr->VertexBuffer)
return; return;
@ -379,7 +397,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
fr->IndexBufferSize * sizeof(ImDrawIdx), fr->IndexBufferSize * sizeof(ImDrawIdx),
false false
}; };
fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc); fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
if (!fr->IndexBuffer) if (!fr->IndexBuffer)
return; return;
@ -399,8 +417,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
} }
int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3; 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; 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(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
// Setup desired render state // Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
@ -431,15 +449,15 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// Bind custom texture // Bind custom texture
ImTextureID tex_id = pcmd->GetTexID(); ImTextureID tex_id = pcmd->GetTexID();
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash); auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (bind_group) if (bind_group)
{ {
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
} }
else else
{ {
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id); WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
} }
@ -462,6 +480,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
static void ImGui_ImplWGPU_CreateFontsTexture() static void ImGui_ImplWGPU_CreateFontsTexture()
{ {
// Build texture atlas // Build texture atlas
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels; unsigned char* pixels;
int width, height, size_pp; int width, height, size_pp;
@ -479,7 +498,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
tex_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_desc.mipLevelCount = 1; tex_desc.mipLevelCount = 1;
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc); bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
WGPUTextureViewDescriptor tex_view_desc = {}; WGPUTextureViewDescriptor tex_view_desc = {};
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
@ -489,13 +508,13 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
tex_view_desc.baseArrayLayer = 0; tex_view_desc.baseArrayLayer = 0;
tex_view_desc.arrayLayerCount = 1; tex_view_desc.arrayLayerCount = 1;
tex_view_desc.aspect = WGPUTextureAspect_All; tex_view_desc.aspect = WGPUTextureAspect_All;
g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc); bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
} }
// Upload texture data // Upload texture data
{ {
WGPUImageCopyTexture dst_view = {}; WGPUImageCopyTexture dst_view = {};
dst_view.texture = g_resources.FontTexture; dst_view.texture = bd->renderResources.FontTexture;
dst_view.mipLevel = 0; dst_view.mipLevel = 0;
dst_view.origin = { 0, 0, 0 }; dst_view.origin = { 0, 0, 0 };
dst_view.aspect = WGPUTextureAspect_All; dst_view.aspect = WGPUTextureAspect_All;
@ -504,7 +523,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
layout.bytesPerRow = width * size_pp; layout.bytesPerRow = width * size_pp;
layout.rowsPerImage = height; layout.rowsPerImage = height;
WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
} }
// Create the associated sampler // Create the associated sampler
@ -518,16 +537,17 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
sampler_desc.addressModeV = WGPUAddressMode_Repeat; sampler_desc.addressModeV = WGPUAddressMode_Repeat;
sampler_desc.addressModeW = WGPUAddressMode_Repeat; sampler_desc.addressModeW = WGPUAddressMode_Repeat;
sampler_desc.maxAnisotropy = 1; sampler_desc.maxAnisotropy = 1;
g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc); bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
} }
// Store our identifier // Store our identifier
static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView); io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
} }
static void ImGui_ImplWGPU_CreateUniformBuffer() static void ImGui_ImplWGPU_CreateUniformBuffer()
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUBufferDescriptor ub_desc = WGPUBufferDescriptor ub_desc =
{ {
nullptr, nullptr,
@ -536,14 +556,15 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
sizeof(Uniforms), sizeof(Uniforms),
false false
}; };
g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc); bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
} }
bool ImGui_ImplWGPU_CreateDeviceObjects() bool ImGui_ImplWGPU_CreateDeviceObjects()
{ {
if (!g_wgpuDevice) ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->wgpuDevice)
return false; return false;
if (g_pipelineState) if (bd->pipelineState)
ImGui_ImplWGPU_InvalidateDeviceObjects(); ImGui_ImplWGPU_InvalidateDeviceObjects();
// Create render pipeline // Create render pipeline
@ -580,13 +601,13 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
image_bg_layout_desc.entries = image_bg_layout_entries; image_bg_layout_desc.entries = image_bg_layout_entries;
WGPUBindGroupLayout bg_layouts[2]; WGPUBindGroupLayout bg_layouts[2];
bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &common_bg_layout_desc); bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &image_bg_layout_desc); bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
WGPUPipelineLayoutDescriptor layout_desc = {}; WGPUPipelineLayoutDescriptor layout_desc = {};
layout_desc.bindGroupLayoutCount = 2; layout_desc.bindGroupLayoutCount = 2;
layout_desc.bindGroupLayouts = bg_layouts; layout_desc.bindGroupLayouts = bg_layouts;
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(g_wgpuDevice, &layout_desc); graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
// Create the vertex shader // Create the vertex shader
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t)); WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t));
@ -623,7 +644,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
WGPUColorTargetState color_state = {}; WGPUColorTargetState color_state = {};
color_state.format = g_renderTargetFormat; color_state.format = bd->renderTargetFormat;
color_state.blend = &blend_state; color_state.blend = &blend_state;
color_state.writeMask = WGPUColorWriteMask_All; color_state.writeMask = WGPUColorWriteMask_All;
@ -637,16 +658,16 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create depth-stencil State // Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {}; WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = g_depthStencilFormat; depth_stencil_state.format = bd->depthStencilFormat;
depth_stencil_state.depthWriteEnabled = false; depth_stencil_state.depthWriteEnabled = false;
depth_stencil_state.depthCompare = WGPUCompareFunction_Always; depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
// Configure disabled depth-stencil state // Configure disabled depth-stencil state
graphics_pipeline_desc.depthStencil = g_depthStencilFormat == WGPUTextureFormat_Undefined ? nullptr : &depth_stencil_state; graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc); bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
ImGui_ImplWGPU_CreateFontsTexture(); ImGui_ImplWGPU_CreateFontsTexture();
ImGui_ImplWGPU_CreateUniformBuffer(); ImGui_ImplWGPU_CreateUniformBuffer();
@ -654,20 +675,20 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create resource bind group // Create resource bind group
WGPUBindGroupEntry common_bg_entries[] = WGPUBindGroupEntry common_bg_entries[] =
{ {
{ nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 }, { nullptr, 0, bd->renderResources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
{ nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 }, { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
}; };
WGPUBindGroupDescriptor common_bg_descriptor = {}; WGPUBindGroupDescriptor common_bg_descriptor = {};
common_bg_descriptor.layout = bg_layouts[0]; common_bg_descriptor.layout = bg_layouts[0];
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
common_bg_descriptor.entries = common_bg_entries; common_bg_descriptor.entries = common_bg_entries;
g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor); bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView); WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
g_resources.ImageBindGroup = image_bind_group; bd->renderResources.ImageBindGroup = image_bind_group;
g_resources.ImageBindGroupLayout = bg_layouts[1]; bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group); bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
SafeRelease(vertex_shader_desc.module); SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module); SafeRelease(pixel_shader_desc.module);
@ -678,47 +699,52 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
void ImGui_ImplWGPU_InvalidateDeviceObjects() void ImGui_ImplWGPU_InvalidateDeviceObjects()
{ {
if (!g_wgpuDevice) ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->wgpuDevice)
return; return;
SafeRelease(g_pipelineState); SafeRelease(bd->pipelineState);
SafeRelease(g_resources); SafeRelease(bd->renderResources);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (unsigned int i = 0; i < g_numFramesInFlight; i++) for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
SafeRelease(g_pFrameResources[i]); SafeRelease(bd->pFrameResources[i]);
} }
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format) bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
{ {
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO(); 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.BackendRendererName = "imgui_impl_webgpu";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
g_wgpuDevice = device; bd->wgpuDevice = device;
g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice); bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
g_renderTargetFormat = rt_format; bd->renderTargetFormat = rt_format;
g_depthStencilFormat = depth_format; bd->depthStencilFormat = depth_format;
g_pFrameResources = new FrameResources[num_frames_in_flight]; bd->numFramesInFlight = num_frames_in_flight;
g_numFramesInFlight = num_frames_in_flight; bd->frameIndex = UINT_MAX;
g_frameIndex = UINT_MAX;
g_resources.FontTexture = nullptr; bd->renderResources.FontTexture = nullptr;
g_resources.FontTextureView = nullptr; bd->renderResources.FontTextureView = nullptr;
g_resources.Sampler = nullptr; bd->renderResources.Sampler = nullptr;
g_resources.Uniforms = nullptr; bd->renderResources.Uniforms = nullptr;
g_resources.CommonBindGroup = nullptr; bd->renderResources.CommonBindGroup = nullptr;
g_resources.ImageBindGroups.Data.reserve(100); bd->renderResources.ImageBindGroups.Data.reserve(100);
g_resources.ImageBindGroup = nullptr; bd->renderResources.ImageBindGroup = nullptr;
g_resources.ImageBindGroupLayout = nullptr; bd->renderResources.ImageBindGroupLayout = nullptr;
// Create buffers with a default size (they will later be grown as needed) // Create buffers with a default size (they will later be grown as needed)
bd->pFrameResources = new FrameResources[num_frames_in_flight];
for (int i = 0; i < num_frames_in_flight; i++) for (int i = 0; i < num_frames_in_flight; i++)
{ {
FrameResources* fr = &g_pFrameResources[i]; FrameResources* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr; fr->IndexBuffer = nullptr;
fr->VertexBuffer = nullptr; fr->VertexBuffer = nullptr;
fr->IndexBufferHost = nullptr; fr->IndexBufferHost = nullptr;
@ -732,17 +758,26 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
void ImGui_ImplWGPU_Shutdown() 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(); ImGui_ImplWGPU_InvalidateDeviceObjects();
delete[] g_pFrameResources; delete[] bd->pFrameResources;
g_pFrameResources = nullptr; bd->pFrameResources = nullptr;
wgpuQueueRelease(g_defaultQueue); wgpuQueueRelease(bd->defaultQueue);
g_wgpuDevice = nullptr; bd->wgpuDevice = nullptr;
g_numFramesInFlight = 0; bd->numFramesInFlight = 0;
g_frameIndex = UINT_MAX; bd->frameIndex = UINT_MAX;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
IM_DELETE(bd);
} }
void ImGui_ImplWGPU_NewFrame() void ImGui_ImplWGPU_NewFrame()
{ {
if (!g_pipelineState) ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->pipelineState)
ImGui_ImplWGPU_CreateDeviceObjects(); ImGui_ImplWGPU_CreateDeviceObjects();
} }

View File

@ -90,6 +90,7 @@ Other changes:
(#6315) [@PathogenDavid] (#6315) [@PathogenDavid]
- Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen. - Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen.
(#6314) [@PathogenDavid] (#6314) [@PathogenDavid]
- Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends.
- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects, - Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects. now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.
- Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243) - Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243)