mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-05 04:28:47 +02:00
This commit is contained in:
@ -1,5 +1,5 @@
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// dear imgui: Platform Backend for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (Requires: GLFW 3.1+)
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@ -63,7 +63,8 @@ enum GlfwClientApi
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{
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GlfwClientApi_Unknown,
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GlfwClientApi_OpenGL,
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GlfwClientApi_Vulkan
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GlfwClientApi_Vulkan,
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GlfwClientApi_WebGPU
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};
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static GLFWwindow* g_Window = NULL; // Main window
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static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
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@ -231,6 +232,11 @@ bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
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return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
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}
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bool ImGui_ImplGlfw_InitForWebGPU(GLFWwindow* window, bool install_callbacks)
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{
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return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_WebGPU);
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}
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void ImGui_ImplGlfw_Shutdown()
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{
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if (g_InstalledCallbacks)
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@ -1,5 +1,5 @@
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// dear imgui: Platform Backend for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// Implemented features:
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@ -23,6 +23,7 @@ struct GLFWwindow;
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForWebGPU(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
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@ -1,5 +1,6 @@
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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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@ -11,51 +12,33 @@
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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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// 2021-01-28: Initial version.
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#include "imgui.h"
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#include "imgui_impl_wgpu.h"
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// CRT
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#include <limits.h>
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// WebGPU
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#include <webgpu/webgpu.h>
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// ImGui prototypes
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ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
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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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// WebGPU data
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static WGPUDevice g_wgpuDevice = NULL;
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static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
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static WGPURenderPipeline g_pipelineState = NULL;
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static WGPUDevice g_wgpuDevice = NULL;
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static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
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static WGPURenderPipeline g_pipelineState = NULL;
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struct RenderResources
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{
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// Font texture
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WGPUTexture FontTexture;
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// Texture view for font texture
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WGPUTextureView FontTextureView;
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// Sampler for the font texture
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WGPUSampler Sampler;
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// Shader uniforms
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WGPUBuffer Uniforms;
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// Resources bind-group to bind the common resources to pipeline
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WGPUBindGroup CommonBindGroup;
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// Bind group layout for image textures
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WGPUBindGroupLayout ImageBindGroupLayout;
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// Resources bind-group to bind the font/image resources to pipeline
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ImGuiStorage ImageBindGroups;
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// Default font-resource of ImGui
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WGPUBindGroup ImageBindGroup;
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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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WGPUBindGroupLayout ImageBindGroupLayout; // Bind group layout for image textures
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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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};
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static RenderResources g_resources;
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static RenderResources g_resources;
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struct FrameResources
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{
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@ -285,9 +268,7 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_
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static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
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{
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WGPUBindGroupEntry image_bg_entries[] = {
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{ 0, 0, 0, 0, 0, texture },
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};
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WGPUBindGroupEntry image_bg_entries[] = { { 0, 0, 0, 0, 0, texture } };
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WGPUBindGroupDescriptor image_bg_descriptor = {};
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image_bg_descriptor.layout = layout;
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@ -339,7 +320,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// FIXME: I'm assuming that this only gets called once per frame!
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// FIXME: Assuming that this only gets called once per frame!
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// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
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g_frameIndex = g_frameIndex + 1;
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FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
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@ -351,9 +332,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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SafeRelease(fr->VertexBufferHost);
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fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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WGPUBufferDescriptor vb_desc = {
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nullptr,
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"IMGUI Vertex buffer",
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WGPUBufferDescriptor vb_desc =
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{
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NULL,
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"Dear ImGui Vertex buffer",
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
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fr->VertexBufferSize * sizeof(ImDrawVert),
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false
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@ -370,9 +352,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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SafeRelease(fr->IndexBufferHost);
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fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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WGPUBufferDescriptor ib_desc = {
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nullptr,
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"IMGUI Index buffer",
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WGPUBufferDescriptor ib_desc =
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{
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NULL,
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"Dear ImGui Index buffer",
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
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fr->IndexBufferSize * sizeof(ImDrawIdx),
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false
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@ -427,13 +410,14 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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{
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// Bind custom texture
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auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID)));
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if (bind_group) {
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if (bind_group)
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{
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL);
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}
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else {
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView) pcmd->TextureId);
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else
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{
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)pcmd->TextureId);
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g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID)), image_bind_group);
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL);
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}
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@ -464,7 +448,6 @@ static WGPUBuffer ImGui_ImplWGPU_CreateBufferFromData(const WGPUDevice& device,
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return buffer;
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}
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static void ImGui_ImplWGPU_CreateFontsTexture()
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{
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// Build texture atlas
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@ -476,7 +459,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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// Upload texture to graphics system
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{
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WGPUTextureDescriptor tex_desc = {};
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tex_desc.label = "IMGUI Font Texture";
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tex_desc.label = "Dear ImGui Font Texture";
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tex_desc.dimension = WGPUTextureDimension_2D;
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tex_desc.size.width = width;
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tex_desc.size.height = height;
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@ -500,7 +483,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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// Upload texture data
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{
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WGPUBuffer staging_buffer = ImGui_ImplWGPU_CreateBufferFromData(g_wgpuDevice, pixels, static_cast<uint32_t>(width * size_pp * height), WGPUBufferUsage_CopySrc);
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WGPUBuffer staging_buffer = ImGui_ImplWGPU_CreateBufferFromData(g_wgpuDevice, pixels, (uint32_t)(width * size_pp * height), WGPUBufferUsage_CopySrc);
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WGPUBufferCopyView bufferCopyView = {};
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bufferCopyView.buffer = staging_buffer;
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@ -516,7 +499,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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textureCopyView.aspect = WGPUTextureAspect_All;
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#endif
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WGPUExtent3D copySize = { static_cast<uint32_t>(width), static_cast<uint32_t>(height), 1 };
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WGPUExtent3D copySize = { (uint32_t)width, (uint32_t)height, 1 };
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WGPUCommandEncoderDescriptor enc_desc = {};
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WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(g_wgpuDevice, &enc_desc);
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@ -549,9 +532,10 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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static void ImGui_ImplWGPU_CreateUniformBuffer()
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{
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WGPUBufferDescriptor ub_desc = {
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nullptr,
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"IMGUI Uniform buffer",
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WGPUBufferDescriptor ub_desc =
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{
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NULL,
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"Dear ImGui Uniform buffer",
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
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sizeof(Uniforms),
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false
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@ -568,12 +552,10 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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// Create render pipeline
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WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
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graphics_pipeline_desc.primitiveTopology = WGPUPrimitiveTopology_TriangleList;
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graphics_pipeline_desc.sampleCount = 1;
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graphics_pipeline_desc.sampleMask = UINT_MAX;
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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;
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@ -609,7 +591,8 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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graphics_pipeline_desc.vertexStage = vertex_shader_desc;
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// Vertex input configuration
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WGPUVertexAttributeDescriptor attribute_binding_desc[] = {
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WGPUVertexAttributeDescriptor attribute_binding_desc[] =
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{
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{ WGPUVertexFormat_Float2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
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{ WGPUVertexFormat_Float2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
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{ WGPUVertexFormat_UChar4Norm, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
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@ -665,7 +648,6 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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{
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// Configure disabled state
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depth_desc.format = WGPUTextureFormat_Undefined;
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depth_desc.depthWriteEnabled = true;
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depth_desc.depthCompare = WGPUCompareFunction_Always;
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depth_desc.stencilReadMask = 0;
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@ -680,7 +662,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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depth_desc.stencilFront.passOp = WGPUStencilOperation_Keep;
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// No depth buffer corresponds to no configuration
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graphics_pipeline_desc.depthStencilState = nullptr;
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graphics_pipeline_desc.depthStencilState = NULL;
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}
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g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc);
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@ -689,7 +671,8 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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ImGui_ImplWGPU_CreateUniformBuffer();
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// Create resource bind group
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WGPUBindGroupEntry common_bg_entries[] = {
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WGPUBindGroupEntry common_bg_entries[] =
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{
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{ 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
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{ 1, 0, 0, 0, g_resources.Sampler, 0 },
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};
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@ -724,9 +707,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
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io.Fonts->TexID = NULL; // 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 < g_numFramesInFlight; i++)
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{
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SafeRelease(g_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)
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@ -1,5 +1,6 @@
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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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@ -10,12 +11,9 @@
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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// WebGPU
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#include "imgui.h" // IMGUI_IMPL_API
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#include <webgpu/webgpu.h>
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// cmd_list is the command list that the implementation will use to render imgui draw lists.
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IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format);
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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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Reference in New Issue
Block a user