mirror of https://github.com/encounter/aurora.git
imgui: Custom imgui_impl_wgpu using WGSL
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@ -9,7 +9,9 @@
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#include "../imgui/backends/imgui_impl_sdl.cpp" // NOLINT(bugprone-suspicious-include)
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#include "../imgui/backends/imgui_impl_sdlrenderer.cpp" // NOLINT(bugprone-suspicious-include)
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#include "../imgui/backends/imgui_impl_wgpu.cpp" // NOLINT(bugprone-suspicious-include)
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// #include "../imgui/backends/imgui_impl_wgpu.cpp" // NOLINT(bugprone-suspicious-include)
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// TODO: Transition back to imgui-provided backend when it uses WGSL
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#include "imgui_impl_wgpu.cpp" // NOLINT(bugprone-suspicious-include)
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namespace aurora::imgui {
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static float g_scale;
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// dear imgui: Renderer for WebGPU
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// This needs to be used along with a Platform Binding (e.g. GLFW)
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// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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// 2022-11-24: Fixed validation error with default depth buffer settings.
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// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
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// 2021-08-24: Fixed for latest specs.
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// 2021-05-24: Add support for draw_data->FramebufferScale.
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// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
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// 2021-02-18: Change blending equation to preserve alpha in output buffer.
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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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#include <limits.h>
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#include <webgpu/webgpu.h>
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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 = nullptr;
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static WGPUQueue g_defaultQueue = nullptr;
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static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
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static WGPUTextureFormat g_depthStencilFormat = WGPUTextureFormat_Undefined;
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static WGPURenderPipeline g_pipelineState = nullptr;
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struct RenderResources
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{
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WGPUTexture FontTexture; // Font texture
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WGPUTextureView FontTextureView; // Texture view for font texture
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WGPUSampler Sampler; // Sampler for the font texture
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WGPUBuffer Uniforms; // Shader uniforms
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WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline
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ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
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WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui
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WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
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};
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static RenderResources g_resources;
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struct FrameResources
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{
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WGPUBuffer IndexBuffer;
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WGPUBuffer VertexBuffer;
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ImDrawIdx* IndexBufferHost;
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ImDrawVert* VertexBufferHost;
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int IndexBufferSize;
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int VertexBufferSize;
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};
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static FrameResources* g_pFrameResources = nullptr;
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static unsigned int g_numFramesInFlight = 0;
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static unsigned int g_frameIndex = UINT_MAX;
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struct Uniforms
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{
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float MVP[4][4];
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};
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//-----------------------------------------------------------------------------
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// SHADERS
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//-----------------------------------------------------------------------------
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static const char* __wgsl_shader = R"(
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struct Uniforms
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{
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mvp: mat4x4<f32>,
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}
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@group(0) @binding(0) var<uniform> uniforms: Uniforms;
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@group(0) @binding(1) var samp: sampler;
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@group(1) @binding(0) var tex: texture_2d<f32>;
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struct VertexOutput
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{
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@location(0) color: vec4<f32>,
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@location(1) uv: vec2<f32>,
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@builtin(position) pos: vec4<f32>,
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}
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@vertex
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fn vs_main(
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@location(0) pos: vec2<f32>,
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@location(1) uv: vec2<f32>,
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@location(2) color: vec4<f32>,
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) -> VertexOutput
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{
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var out: VertexOutput;
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out.color = color;
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out.uv = uv;
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out.pos = uniforms.mvp * vec4<f32>(pos.x, pos.y, 0.0, 1.0);
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32>
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{
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return in.color * textureSample(tex, samp, in.uv.xy);
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}
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)";
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static void SafeRelease(ImDrawIdx*& res)
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{
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if (res)
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delete[] res;
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res = nullptr;
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}
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static void SafeRelease(ImDrawVert*& res)
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{
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if (res)
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delete[] res;
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res = nullptr;
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}
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static void SafeRelease(WGPUBindGroupLayout& res)
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{
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if (res)
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wgpuBindGroupLayoutRelease(res);
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res = nullptr;
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}
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static void SafeRelease(WGPUBindGroup& res)
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{
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if (res)
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wgpuBindGroupRelease(res);
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res = nullptr;
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}
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static void SafeRelease(WGPUBuffer& res)
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{
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if (res)
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wgpuBufferRelease(res);
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res = nullptr;
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}
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static void SafeRelease(WGPURenderPipeline& res)
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{
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if (res)
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wgpuRenderPipelineRelease(res);
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res = nullptr;
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}
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static void SafeRelease(WGPUSampler& res)
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{
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if (res)
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wgpuSamplerRelease(res);
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res = nullptr;
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}
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static void SafeRelease(WGPUShaderModule& res)
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{
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if (res)
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wgpuShaderModuleRelease(res);
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res = nullptr;
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}
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static void SafeRelease(WGPUTextureView& res)
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{
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if (res)
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wgpuTextureViewRelease(res);
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res = nullptr;
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}
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static void SafeRelease(WGPUTexture& res)
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{
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if (res)
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wgpuTextureRelease(res);
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res = nullptr;
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}
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static void SafeRelease(RenderResources& res)
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{
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SafeRelease(res.FontTexture);
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SafeRelease(res.FontTextureView);
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SafeRelease(res.Sampler);
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SafeRelease(res.Uniforms);
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SafeRelease(res.CommonBindGroup);
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SafeRelease(res.ImageBindGroup);
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SafeRelease(res.ImageBindGroupLayout);
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};
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static void SafeRelease(FrameResources& res)
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{
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SafeRelease(res.IndexBuffer);
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SafeRelease(res.VertexBuffer);
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SafeRelease(res.IndexBufferHost);
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SafeRelease(res.VertexBufferHost);
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}
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static WGPUShaderModule ImGui_ImplWGPU_CreateShaderModule(const char* source)
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{
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WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
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wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
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wgsl_desc.source = source;
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WGPUShaderModuleDescriptor desc = {};
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desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
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return wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc);
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}
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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[] = { { nullptr, 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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image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
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image_bg_descriptor.entries = image_bg_entries;
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return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor);
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}
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static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
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{
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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{
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp));
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}
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// Setup viewport
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wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
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// Bind shader and vertex buffers
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wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
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wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
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wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
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wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, nullptr);
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// Setup blend factor
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WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
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wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
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}
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
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{
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// Avoid rendering when minimized
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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: 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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// Create and grow vertex/index buffers if needed
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if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (fr->VertexBuffer)
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{
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wgpuBufferDestroy(fr->VertexBuffer);
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wgpuBufferRelease(fr->VertexBuffer);
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}
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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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{
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nullptr,
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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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};
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fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc);
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if (!fr->VertexBuffer)
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return;
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fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
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}
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if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (fr->IndexBuffer)
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{
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wgpuBufferDestroy(fr->IndexBuffer);
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wgpuBufferRelease(fr->IndexBuffer);
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}
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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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{
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nullptr,
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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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};
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fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc);
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if (!fr->IndexBuffer)
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return;
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fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
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}
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// Upload vertex/index data into a single contiguous GPU buffer
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ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
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ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3;
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int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3;
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wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
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wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
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// Setup desired render state
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ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_vtx_offset = 0;
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int global_idx_offset = 0;
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ImVec2 clip_scale = draw_data->FramebufferScale;
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Bind custom texture
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ImTextureID tex_id = pcmd->GetTexID();
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ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
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auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash);
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if (bind_group)
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{
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
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}
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else
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{
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
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g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
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}
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply scissor/clipping rectangle, Draw
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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));
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wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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}
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}
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global_idx_offset += cmd_list->IdxBuffer.Size;
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global_vtx_offset += cmd_list->VtxBuffer.Size;
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}
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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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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height, size_pp;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
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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 = "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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tex_desc.size.depthOrArrayLayers = 1;
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tex_desc.sampleCount = 1;
|
||||
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
tex_desc.mipLevelCount = 1;
|
||||
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
|
||||
g_resources.FontTexture = wgpuDeviceCreateTexture(g_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;
|
||||
g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc);
|
||||
}
|
||||
|
||||
// Upload texture data
|
||||
{
|
||||
WGPUImageCopyTexture dst_view = {};
|
||||
dst_view.texture = g_resources.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(g_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;
|
||||
sampler_desc.mipmapFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.addressModeU = WGPUAddressMode_Repeat;
|
||||
sampler_desc.addressModeV = WGPUAddressMode_Repeat;
|
||||
sampler_desc.addressModeW = WGPUAddressMode_Repeat;
|
||||
sampler_desc.maxAnisotropy = 1;
|
||||
g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc);
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_CreateUniformBuffer()
|
||||
{
|
||||
WGPUBufferDescriptor ub_desc =
|
||||
{
|
||||
nullptr,
|
||||
"Dear ImGui Uniform buffer",
|
||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
|
||||
sizeof(Uniforms),
|
||||
false
|
||||
};
|
||||
g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc);
|
||||
}
|
||||
|
||||
bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_wgpuDevice)
|
||||
return false;
|
||||
if (g_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;
|
||||
graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation
|
||||
|
||||
// Create the shader module
|
||||
WGPUShaderModule shader_module = ImGui_ImplWGPU_CreateShaderModule(__wgsl_shader);
|
||||
graphics_pipeline_desc.vertex.module = shader_module;
|
||||
graphics_pipeline_desc.vertex.entryPoint = "vs_main";
|
||||
|
||||
// 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 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 = g_renderTargetFormat;
|
||||
color_state.blend = &blend_state;
|
||||
color_state.writeMask = WGPUColorWriteMask_All;
|
||||
|
||||
WGPUFragmentState fragment_state = {};
|
||||
fragment_state.module = shader_module;
|
||||
fragment_state.entryPoint = "fs_main";
|
||||
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 = g_depthStencilFormat;
|
||||
depth_stencil_state.depthWriteEnabled = false;
|
||||
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
|
||||
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
|
||||
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
|
||||
|
||||
// Configure disabled depth-stencil state
|
||||
graphics_pipeline_desc.depthStencil = g_depthStencilFormat == WGPUTextureFormat_Undefined ? nullptr : &depth_stencil_state;
|
||||
|
||||
g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc);
|
||||
|
||||
ImGui_ImplWGPU_CreateFontsTexture();
|
||||
ImGui_ImplWGPU_CreateUniformBuffer();
|
||||
|
||||
// Create resource bind group
|
||||
WGPUBindGroupLayout bg_layouts[2];
|
||||
bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0);
|
||||
bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1);
|
||||
|
||||
WGPUBindGroupEntry common_bg_entries[] =
|
||||
{
|
||||
{ nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
|
||||
{ nullptr, 1, 0, 0, 0, g_resources.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;
|
||||
g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor);
|
||||
|
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView);
|
||||
g_resources.ImageBindGroup = image_bind_group;
|
||||
g_resources.ImageBindGroupLayout = bg_layouts[1];
|
||||
g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
|
||||
|
||||
SafeRelease(shader_module);
|
||||
SafeRelease(bg_layouts[0]);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_wgpuDevice)
|
||||
return;
|
||||
|
||||
SafeRelease(g_pipelineState);
|
||||
SafeRelease(g_resources);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->SetTexID(nullptr); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
|
||||
for (unsigned int i = 0; i < g_numFramesInFlight; i++)
|
||||
SafeRelease(g_pFrameResources[i]);
|
||||
}
|
||||
|
||||
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();
|
||||
io.BackendRendererName = "imgui_impl_webgpu";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
g_wgpuDevice = device;
|
||||
g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice);
|
||||
g_renderTargetFormat = rt_format;
|
||||
g_depthStencilFormat = depth_format;
|
||||
g_pFrameResources = new FrameResources[num_frames_in_flight];
|
||||
g_numFramesInFlight = num_frames_in_flight;
|
||||
g_frameIndex = UINT_MAX;
|
||||
|
||||
g_resources.FontTexture = nullptr;
|
||||
g_resources.FontTextureView = nullptr;
|
||||
g_resources.Sampler = nullptr;
|
||||
g_resources.Uniforms = nullptr;
|
||||
g_resources.CommonBindGroup = nullptr;
|
||||
g_resources.ImageBindGroups.Data.reserve(100);
|
||||
g_resources.ImageBindGroup = nullptr;
|
||||
g_resources.ImageBindGroupLayout = nullptr;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
{
|
||||
FrameResources* fr = &g_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_InvalidateDeviceObjects();
|
||||
delete[] g_pFrameResources;
|
||||
g_pFrameResources = nullptr;
|
||||
wgpuQueueRelease(g_defaultQueue);
|
||||
g_wgpuDevice = nullptr;
|
||||
g_numFramesInFlight = 0;
|
||||
g_frameIndex = UINT_MAX;
|
||||
}
|
||||
|
||||
void ImGui_ImplWGPU_NewFrame()
|
||||
{
|
||||
if (!g_pipelineState)
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
// 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: Support for large meshes (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
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#include <webgpu/webgpu.h>
|
||||
|
||||
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();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
|
||||
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();
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
|
Loading…
Reference in New Issue