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diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_wgpu.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_wgpu.cpp
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+// 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
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-08-24: Fix for latest specs.
+// 2021-05-24: Add support for draw_data->FramebufferScale.
+// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
+// 2021-02-18: Change blending equation to preserve alpha in output buffer.
+// 2021-01-28: Initial version.
+
+#include "imgui.h"
+#include "imgui_impl_wgpu.h"
+#include <limits.h>
+#include <webgpu/webgpu.h>
+
+#define HAS_EMSCRIPTEN_VERSION(major, minor, tiny) (__EMSCRIPTEN_major__ > (major) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ > (minor)) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ == (minor) && __EMSCRIPTEN_tiny__ >= (tiny)))
+
+#if defined(__EMSCRIPTEN__) && !HAS_EMSCRIPTEN_VERSION(2, 0, 20)
+#error "Requires at least emscripten 2.0.20"
+#endif
+
+// Dear ImGui prototypes from imgui_internal.h
+extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
+
+// WebGPU data
+static WGPUDevice g_wgpuDevice = NULL;
+static WGPUQueue g_defaultQueue = NULL;
+static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
+static WGPURenderPipeline g_pipelineState = NULL;
+
+struct RenderResources
+{
+ WGPUTexture FontTexture; // Font texture
+ WGPUTextureView FontTextureView; // Texture view for font texture
+ WGPUSampler Sampler; // Sampler for the font texture
+ WGPUBuffer Uniforms; // Shader uniforms
+ WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline
+ ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
+ WGPUBindGroup ImageBindGroup; // 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
+};
+static RenderResources g_resources;
+
+struct FrameResources
+{
+ WGPUBuffer IndexBuffer;
+ WGPUBuffer VertexBuffer;
+ ImDrawIdx* IndexBufferHost;
+ ImDrawVert* VertexBufferHost;
+ int IndexBufferSize;
+ int VertexBufferSize;
+};
+static FrameResources* g_pFrameResources = NULL;
+static unsigned int g_numFramesInFlight = 0;
+static unsigned int g_frameIndex = UINT_MAX;
+
+struct Uniforms
+{
+ float MVP[4][4];
+};
+
+//-----------------------------------------------------------------------------
+// SHADERS
+//-----------------------------------------------------------------------------
+
+// glsl_shader.vert, compiled with:
+// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
+/*
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+layout(set=0, binding = 0) uniform transform { mat4 mvp; };
+
+out gl_PerVertex { vec4 gl_Position; };
+layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
+
+void main()
+{
+ Out.Color = aColor;
+ Out.UV = aUV;
+ gl_Position = mvp * vec4(aPos, 0, 1);
+}
+*/
+static uint32_t __glsl_shader_vert_spv[] =
+{
+ 0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
+ 0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
+ 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
+ 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
+ 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
+ 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d,
+ 0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005,
+ 0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b,
+ 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
+ 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
+ 0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d,
+ 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010,
+ 0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047,
+ 0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013,
+ 0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,
+ 0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e,
+ 0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b,
+ 0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b,
+ 0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b,
+ 0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b,
+ 0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b,
+ 0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e,
+ 0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a,
+ 0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d,
+ 0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f,
+ 0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023,
+ 0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026,
+ 0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,
+ 0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b,
+ 0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015,
+ 0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016,
+ 0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022,
+ 0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027,
+ 0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050,
+ 0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007,
+ 0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d,
+ 0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038
+};
+
+// glsl_shader.frag, compiled with:
+// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+/*
+#version 450 core
+layout(location = 0) out vec4 fColor;
+layout(set=0, binding=1) uniform sampler s;
+layout(set=1, binding=0) uniform texture2D t;
+layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
+void main()
+{
+ fColor = In.Color * texture(sampler2D(t, s), In.UV.st);
+}
+*/
+static uint32_t __glsl_shader_frag_spv[] =
+{
+ 0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
+ 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
+ 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
+ 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005,
+ 0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,
+ 0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015,
+ 0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019,
+ 0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,
+ 0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,
+ 0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,
+ 0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,
+ 0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,
+ 0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,
+ 0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,
+ 0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b,
+ 0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000,
+ 0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013,
+ 0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a,
+ 0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,
+ 0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,
+ 0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019,
+ 0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f,
+ 0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007,
+ 0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021,
+ 0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038
+};
+
+static void SafeRelease(ImDrawIdx*& res)
+{
+ if (res)
+ delete[] res;
+ res = NULL;
+}
+static void SafeRelease(ImDrawVert*& res)
+{
+ if (res)
+ delete[] res;
+ res = NULL;
+}
+static void SafeRelease(WGPUBindGroupLayout& res)
+{
+ if (res)
+ wgpuBindGroupLayoutRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUBindGroup& res)
+{
+ if (res)
+ wgpuBindGroupRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUBuffer& res)
+{
+ if (res)
+ wgpuBufferRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPURenderPipeline& res)
+{
+ if (res)
+ wgpuRenderPipelineRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUSampler& res)
+{
+ if (res)
+ wgpuSamplerRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUShaderModule& res)
+{
+ if (res)
+ wgpuShaderModuleRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUTextureView& res)
+{
+ if (res)
+ wgpuTextureViewRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUTexture& res)
+{
+ if (res)
+ wgpuTextureRelease(res);
+ res = NULL;
+}
+
+static void SafeRelease(RenderResources& res)
+{
+ SafeRelease(res.FontTexture);
+ SafeRelease(res.FontTextureView);
+ SafeRelease(res.Sampler);
+ SafeRelease(res.Uniforms);
+ SafeRelease(res.CommonBindGroup);
+ SafeRelease(res.ImageBindGroup);
+ SafeRelease(res.ImageBindGroupLayout);
+};
+
+static void SafeRelease(FrameResources& res)
+{
+ SafeRelease(res.IndexBuffer);
+ SafeRelease(res.VertexBuffer);
+ SafeRelease(res.IndexBufferHost);
+ SafeRelease(res.VertexBufferHost);
+}
+
+static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size)
+{
+ WGPUShaderModuleSPIRVDescriptor spirv_desc = {};
+ spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
+ spirv_desc.codeSize = binary_data_size;
+ spirv_desc.code = binary_data;
+
+ WGPUShaderModuleDescriptor desc = {};
+ desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc);
+
+ WGPUProgrammableStageDescriptor stage_desc = {};
+ stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc);
+ stage_desc.entryPoint = "main";
+ return stage_desc;
+}
+
+static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
+{
+ WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
+
+ WGPUBindGroupDescriptor image_bg_descriptor = {};
+ image_bg_descriptor.layout = layout;
+ image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
+ image_bg_descriptor.entries = image_bg_entries;
+ return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor);
+}
+
+static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
+{
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ {
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp));
+ }
+
+ // Setup viewport
+ wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
+
+ // Bind shader and vertex buffers
+ wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, 0);
+ wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, 0);
+ wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
+ wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL);
+
+ // Setup blend factor
+ WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
+ wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
+}
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ // FIXME: Assuming that this only gets called once per frame!
+ // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+ g_frameIndex = g_frameIndex + 1;
+ FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
+
+ // Create and grow vertex/index buffers if needed
+ if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (fr->VertexBuffer)
+ {
+ wgpuBufferDestroy(fr->VertexBuffer);
+ wgpuBufferRelease(fr->VertexBuffer);
+ }
+ SafeRelease(fr->VertexBufferHost);
+ fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+
+ WGPUBufferDescriptor vb_desc =
+ {
+ NULL,
+ "Dear ImGui Vertex buffer",
+ WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
+ fr->VertexBufferSize * sizeof(ImDrawVert),
+ false
+ };
+ fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc);
+ if (!fr->VertexBuffer)
+ return;
+
+ fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
+ }
+ if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (fr->IndexBuffer)
+ {
+ wgpuBufferDestroy(fr->IndexBuffer);
+ wgpuBufferRelease(fr->IndexBuffer);
+ }
+ SafeRelease(fr->IndexBufferHost);
+ fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+
+ WGPUBufferDescriptor ib_desc =
+ {
+ NULL,
+ "Dear ImGui Index buffer",
+ WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
+ fr->IndexBufferSize * sizeof(ImDrawIdx),
+ false
+ };
+ fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc);
+ if (!fr->IndexBuffer)
+ return;
+
+ fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
+ }
+
+ // Upload vertex/index data into a single contiguous GPU buffer
+ ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
+ ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 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(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
+
+ // Setup desired render state
+ ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_vtx_offset = 0;
+ int global_idx_offset = 0;
+ ImVec2 clip_scale = draw_data->FramebufferScale;
+ ImVec2 clip_off = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != NULL)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Bind custom texture
+ ImTextureID tex_id = pcmd->GetTexID();
+ ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
+ auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash);
+ if (bind_group)
+ {
+ wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL);
+ }
+ else
+ {
+ WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
+ g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
+ wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL);
+ }
+
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle, Draw
+ wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y));
+ wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+}
+
+static void ImGui_ImplWGPU_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height, size_pp;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
+
+ // Upload texture to graphics system
+ {
+ WGPUTextureDescriptor tex_desc = {};
+ tex_desc.label = "Dear ImGui Font Texture";
+ tex_desc.dimension = WGPUTextureDimension_2D;
+ tex_desc.size.width = width;
+ tex_desc.size.height = height;
+ tex_desc.size.depthOrArrayLayers = 1;
+ tex_desc.sampleCount = 1;
+ tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
+ tex_desc.mipLevelCount = 1;
+ tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
+ 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
+ {
+ 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 =
+ {
+ NULL,
+ "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 vertex shader
+ WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t));
+ graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
+ graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
+
+ // Vertex input configuration
+ WGPUVertexAttribute attribute_desc[] =
+ {
+ { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
+ { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
+ { WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
+ };
+
+ WGPUVertexBufferLayout buffer_layouts[1];
+ buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
+ buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
+ buffer_layouts[0].attributeCount = 3;
+ buffer_layouts[0].attributes = attribute_desc;
+
+ graphics_pipeline_desc.vertex.bufferCount = 1;
+ graphics_pipeline_desc.vertex.buffers = buffer_layouts;
+
+ // Create the pixel shader
+ WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t));
+
+ // 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 = pixel_shader_desc.module;
+ fragment_state.entryPoint = pixel_shader_desc.entryPoint;
+ fragment_state.targetCount = 1;
+ fragment_state.targets = &color_state;
+
+ graphics_pipeline_desc.fragment = &fragment_state;
+
+ // Create depth-stencil State
+ WGPUDepthStencilState depth_stencil_state = {};
+ depth_stencil_state.depthBias = 0;
+ depth_stencil_state.depthBiasClamp = 0;
+ depth_stencil_state.depthBiasSlopeScale = 0;
+
+ // Configure disabled depth-stencil state
+ graphics_pipeline_desc.depthStencil = nullptr;
+
+ 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(vertex_shader_desc.module);
+ SafeRelease(pixel_shader_desc.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(NULL); // 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)
+{
+ // 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_pFrameResources = new FrameResources[num_frames_in_flight];
+ g_numFramesInFlight = num_frames_in_flight;
+ g_frameIndex = UINT_MAX;
+
+ g_resources.FontTexture = NULL;
+ g_resources.FontTextureView = NULL;
+ g_resources.Sampler = NULL;
+ g_resources.Uniforms = NULL;
+ g_resources.CommonBindGroup = NULL;
+ g_resources.ImageBindGroups.Data.reserve(100);
+ g_resources.ImageBindGroup = NULL;
+ g_resources.ImageBindGroupLayout = NULL;
+
+ // 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 = NULL;
+ fr->VertexBuffer = NULL;
+ fr->IndexBufferHost = NULL;
+ fr->VertexBufferHost = NULL;
+ fr->IndexBufferSize = 10000;
+ fr->VertexBufferSize = 5000;
+ }
+
+ return true;
+}
+
+void ImGui_ImplWGPU_Shutdown()
+{
+ ImGui_ImplWGPU_InvalidateDeviceObjects();
+ delete[] g_pFrameResources;
+ g_pFrameResources = NULL;
+ wgpuQueueRelease(g_defaultQueue);
+ g_wgpuDevice = NULL;
+ g_numFramesInFlight = 0;
+ g_frameIndex = UINT_MAX;
+}
+
+void ImGui_ImplWGPU_NewFrame()
+{
+ if (!g_pipelineState)
+ ImGui_ImplWGPU_CreateDeviceObjects();
+}