Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends.
In theory supporting multiple contexts (untested).
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@ -13,6 +13,7 @@
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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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// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
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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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@ -34,24 +35,17 @@
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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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WGPUTexture FontTexture = nullptr; // Font texture
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WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
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WGPUSampler Sampler = nullptr; // Sampler for the font texture
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WGPUBuffer Uniforms = nullptr; // Shader uniforms
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WGPUBindGroup CommonBindGroup = nullptr; // 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 = nullptr; // Default font-resource of Dear ImGui
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WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // 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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@ -62,15 +56,33 @@ struct FrameResources
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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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struct ImGui_ImplWGPU_Data
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{
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WGPUDevice wgpuDevice = nullptr;
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WGPUQueue defaultQueue = nullptr;
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WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
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WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
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WGPURenderPipeline pipelineState = nullptr;
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RenderResources renderResources;
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FrameResources* pFrameResources = nullptr;
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unsigned int numFramesInFlight = 0;
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unsigned int frameIndex = UINT_MAX;
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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//-----------------------------------------------------------------------------
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// SHADERS
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//-----------------------------------------------------------------------------
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@ -265,6 +277,8 @@ static void SafeRelease(FrameResources& res)
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static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size)
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{
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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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WGPUShaderModuleSPIRVDescriptor spirv_desc = {};
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spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
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spirv_desc.codeSize = binary_data_size;
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@ -274,24 +288,27 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_
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desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc);
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WGPUProgrammableStageDescriptor stage_desc = {};
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stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc);
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stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
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stage_desc.entryPoint = "main";
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return stage_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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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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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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return wgpuDeviceCreateBindGroup(bd->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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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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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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@ -306,7 +323,7 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
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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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wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, 0, mvp, sizeof(mvp));
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}
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// Setup viewport
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@ -315,8 +332,8 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
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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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wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
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wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.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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@ -333,8 +350,9 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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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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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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bd->frameIndex = bd->frameIndex + 1;
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FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->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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@ -355,7 +373,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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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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fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
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if (!fr->VertexBuffer)
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return;
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@ -379,7 +397,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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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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fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
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if (!fr->IndexBuffer)
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return;
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@ -399,8 +417,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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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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wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
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wgpuQueueWriteBuffer(bd->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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@ -431,15 +449,15 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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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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auto bind_group = bd->renderResources.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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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
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bd->renderResources.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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@ -462,6 +480,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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static void ImGui_ImplWGPU_CreateFontsTexture()
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{
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// Build texture atlas
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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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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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@ -479,7 +498,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
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tex_desc.mipLevelCount = 1;
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tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
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g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc);
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bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
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WGPUTextureViewDescriptor tex_view_desc = {};
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tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
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@ -489,13 +508,13 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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tex_view_desc.baseArrayLayer = 0;
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tex_view_desc.arrayLayerCount = 1;
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tex_view_desc.aspect = WGPUTextureAspect_All;
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g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc);
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bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
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}
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// Upload texture data
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{
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WGPUImageCopyTexture dst_view = {};
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dst_view.texture = g_resources.FontTexture;
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dst_view.texture = bd->renderResources.FontTexture;
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dst_view.mipLevel = 0;
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dst_view.origin = { 0, 0, 0 };
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dst_view.aspect = WGPUTextureAspect_All;
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@ -504,7 +523,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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layout.bytesPerRow = width * size_pp;
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layout.rowsPerImage = height;
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WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
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wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
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wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
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}
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// Create the associated sampler
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@ -518,16 +537,17 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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sampler_desc.addressModeV = WGPUAddressMode_Repeat;
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sampler_desc.addressModeW = WGPUAddressMode_Repeat;
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sampler_desc.maxAnisotropy = 1;
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g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc);
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bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
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}
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// Store our identifier
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static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
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io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView);
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static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
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io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
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}
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static void ImGui_ImplWGPU_CreateUniformBuffer()
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{
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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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WGPUBufferDescriptor ub_desc =
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{
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nullptr,
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@ -536,14 +556,15 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
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sizeof(Uniforms),
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false
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};
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g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc);
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bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
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}
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bool ImGui_ImplWGPU_CreateDeviceObjects()
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{
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if (!g_wgpuDevice)
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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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if (!bd->wgpuDevice)
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return false;
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if (g_pipelineState)
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if (bd->pipelineState)
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ImGui_ImplWGPU_InvalidateDeviceObjects();
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// Create render pipeline
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@ -580,13 +601,13 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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image_bg_layout_desc.entries = image_bg_layout_entries;
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WGPUBindGroupLayout bg_layouts[2];
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bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &common_bg_layout_desc);
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bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &image_bg_layout_desc);
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bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
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bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
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WGPUPipelineLayoutDescriptor layout_desc = {};
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layout_desc.bindGroupLayoutCount = 2;
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layout_desc.bindGroupLayouts = bg_layouts;
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graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(g_wgpuDevice, &layout_desc);
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graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
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// Create the vertex shader
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WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t));
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@ -623,7 +644,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
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WGPUColorTargetState color_state = {};
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color_state.format = g_renderTargetFormat;
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color_state.format = bd->renderTargetFormat;
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color_state.blend = &blend_state;
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color_state.writeMask = WGPUColorWriteMask_All;
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@ -637,16 +658,16 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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// Create depth-stencil State
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WGPUDepthStencilState depth_stencil_state = {};
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depth_stencil_state.format = g_depthStencilFormat;
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depth_stencil_state.format = bd->depthStencilFormat;
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depth_stencil_state.depthWriteEnabled = false;
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depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
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depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
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depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
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// Configure disabled depth-stencil state
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graphics_pipeline_desc.depthStencil = g_depthStencilFormat == WGPUTextureFormat_Undefined ? nullptr : &depth_stencil_state;
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graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
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g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc);
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bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
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ImGui_ImplWGPU_CreateFontsTexture();
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ImGui_ImplWGPU_CreateUniformBuffer();
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@ -654,20 +675,20 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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// Create resource bind group
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WGPUBindGroupEntry common_bg_entries[] =
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{
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{ nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
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{ nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 },
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{ nullptr, 0, bd->renderResources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
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{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
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};
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WGPUBindGroupDescriptor common_bg_descriptor = {};
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common_bg_descriptor.layout = bg_layouts[0];
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common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
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common_bg_descriptor.entries = common_bg_entries;
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g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor);
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bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView);
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g_resources.ImageBindGroup = image_bind_group;
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g_resources.ImageBindGroupLayout = bg_layouts[1];
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g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
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WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
|
||||
bd->renderResources.ImageBindGroup = image_bind_group;
|
||||
bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
|
||||
bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
|
||||
|
||||
SafeRelease(vertex_shader_desc.module);
|
||||
SafeRelease(pixel_shader_desc.module);
|
||||
@ -678,47 +699,52 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_wgpuDevice)
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
if (!bd->wgpuDevice)
|
||||
return;
|
||||
|
||||
SafeRelease(g_pipelineState);
|
||||
SafeRelease(g_resources);
|
||||
SafeRelease(bd->pipelineState);
|
||||
SafeRelease(bd->renderResources);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
|
||||
for (unsigned int i = 0; i < g_numFramesInFlight; i++)
|
||||
SafeRelease(g_pFrameResources[i]);
|
||||
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
|
||||
SafeRelease(bd->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();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_webgpu";
|
||||
io.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;
|
||||
bd->wgpuDevice = device;
|
||||
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
|
||||
bd->renderTargetFormat = rt_format;
|
||||
bd->depthStencilFormat = depth_format;
|
||||
bd->numFramesInFlight = num_frames_in_flight;
|
||||
bd->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;
|
||||
bd->renderResources.FontTexture = nullptr;
|
||||
bd->renderResources.FontTextureView = nullptr;
|
||||
bd->renderResources.Sampler = nullptr;
|
||||
bd->renderResources.Uniforms = nullptr;
|
||||
bd->renderResources.CommonBindGroup = nullptr;
|
||||
bd->renderResources.ImageBindGroups.Data.reserve(100);
|
||||
bd->renderResources.ImageBindGroup = nullptr;
|
||||
bd->renderResources.ImageBindGroupLayout = nullptr;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
bd->pFrameResources = new FrameResources[num_frames_in_flight];
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
{
|
||||
FrameResources* fr = &g_pFrameResources[i];
|
||||
FrameResources* fr = &bd->pFrameResources[i];
|
||||
fr->IndexBuffer = nullptr;
|
||||
fr->VertexBuffer = nullptr;
|
||||
fr->IndexBufferHost = nullptr;
|
||||
@ -732,17 +758,26 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
|
||||
|
||||
void ImGui_ImplWGPU_Shutdown()
|
||||
{
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
delete[] g_pFrameResources;
|
||||
g_pFrameResources = nullptr;
|
||||
wgpuQueueRelease(g_defaultQueue);
|
||||
g_wgpuDevice = nullptr;
|
||||
g_numFramesInFlight = 0;
|
||||
g_frameIndex = UINT_MAX;
|
||||
delete[] bd->pFrameResources;
|
||||
bd->pFrameResources = nullptr;
|
||||
wgpuQueueRelease(bd->defaultQueue);
|
||||
bd->wgpuDevice = nullptr;
|
||||
bd->numFramesInFlight = 0;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplWGPU_NewFrame()
|
||||
{
|
||||
if (!g_pipelineState)
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
if (!bd->pipelineState)
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
||||
|
@ -90,6 +90,7 @@ Other changes:
|
||||
(#6315) [@PathogenDavid]
|
||||
- Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen.
|
||||
(#6314) [@PathogenDavid]
|
||||
- Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends.
|
||||
- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
|
||||
now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.
|
||||
- Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243)
|
||||
|
Loading…
Reference in New Issue
Block a user