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784 lines
32 KiB
784 lines
32 KiB
4 years ago
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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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// 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 copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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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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#include "imgui.h"
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#include "imgui_impl_wgpu.h"
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// CRT
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#include <limits.h>
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// WebGPU
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#include <webgpu/webgpu.h>
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// ImGui prototypes
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ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
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// WebGPU data
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static WGPUDevice g_wgpuDevice = NULL;
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static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
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static WGPURenderPipeline g_pipelineState = NULL;
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struct RenderResources
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{
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// Font texture
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WGPUTexture FontTexture;
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// Texture view for font texture
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WGPUTextureView FontTextureView;
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// Sampler for the font texture
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WGPUSampler Sampler;
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// Shader uniforms
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WGPUBuffer Uniforms;
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// Resources bind-group to bind the common resources to pipeline
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WGPUBindGroup CommonBindGroup;
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// Bind group layout for image textures
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WGPUBindGroupLayout ImageBindGroupLayout;
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// Resources bind-group to bind the font/image resources to pipeline
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ImGuiStorage ImageBindGroups;
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// Default font-resource of ImGui
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WGPUBindGroup ImageBindGroup;
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};
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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 = NULL;
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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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// glsl_shader.vert, compiled with:
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// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
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/*
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#version 450 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec4 aColor;
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layout(set=0, binding = 0) uniform transform { mat4 mvp; };
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out gl_PerVertex { vec4 gl_Position; };
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layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
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void main()
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{
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Out.Color = aColor;
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Out.UV = aUV;
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gl_Position = mvp * vec4(aPos, 0, 1);
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}
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*/
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static uint32_t __glsl_shader_vert_spv[] =
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{
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0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b,
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0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
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0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
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0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
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0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
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0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
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0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
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|
0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
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|
0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d,
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0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005,
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0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b,
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|
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
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0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
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0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d,
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0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010,
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0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047,
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0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013,
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0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,
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0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e,
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0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b,
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0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b,
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0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b,
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0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b,
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0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b,
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0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e,
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0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a,
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0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d,
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0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f,
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0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023,
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0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026,
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0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,
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0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b,
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0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015,
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0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016,
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0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022,
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0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027,
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0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050,
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0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007,
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0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d,
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0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038
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};
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// glsl_shader.frag, compiled with:
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// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
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/*
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#version 450 core
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layout(location = 0) out vec4 fColor;
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layout(set=0, binding=1) uniform sampler s;
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layout(set=1, binding=0) uniform texture2D t;
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layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
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void main()
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{
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fColor = In.Color * texture(sampler2D(t, s), In.UV.st);
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}
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*/
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static uint32_t __glsl_shader_frag_spv[] =
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{
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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
|
||
|
};
|
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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 = NULL;
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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 = NULL;
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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 = NULL;
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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 = NULL;
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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 = NULL;
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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 = NULL;
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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 = NULL;
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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 = NULL;
|
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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);
|
||
|
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.ImageBindGroupLayout);
|
||
|
SafeRelease(res.ImageBindGroup);
|
||
|
};
|
||
|
|
||
|
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[] = {
|
||
|
{ 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(wgpuDeviceGetDefaultQueue(g_wgpuDevice), g_resources.Uniforms, 0, mvp, sizeof(mvp));
|
||
|
}
|
||
|
|
||
|
// Setup viewport
|
||
|
wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->DisplaySize.x, draw_data->DisplaySize.y, 0, 1);
|
||
|
|
||
|
// Bind shader and vertex buffers
|
||
|
unsigned int stride = sizeof(ImDrawVert);
|
||
|
unsigned int offset = 0;
|
||
|
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, offset, fr->VertexBufferSize * stride);
|
||
|
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
|
||
|
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 };
|
||
|
wgpuRenderPassEncoderSetBlendColor(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: I'm 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)
|
||
|
{
|
||
|
SafeRelease(fr->VertexBuffer);
|
||
|
SafeRelease(fr->VertexBufferHost);
|
||
|
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||
|
|
||
|
WGPUBufferDescriptor vb_desc = {
|
||
|
nullptr,
|
||
|
"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)
|
||
|
{
|
||
|
SafeRelease(fr->IndexBuffer);
|
||
|
SafeRelease(fr->IndexBufferHost);
|
||
|
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||
|
|
||
|
WGPUBufferDescriptor ib_desc = {
|
||
|
nullptr,
|
||
|
"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(wgpuDeviceGetDefaultQueue(g_wgpuDevice), fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
|
||
|
wgpuQueueWriteBuffer(wgpuDeviceGetDefaultQueue(g_wgpuDevice), 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_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
|
||
|
auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID)));
|
||
|
if (bind_group) {
|
||
|
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL);
|
||
|
}
|
||
|
else {
|
||
|
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView) pcmd->TextureId);
|
||
|
g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID)), image_bind_group);
|
||
|
|
||
|
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL);
|
||
|
}
|
||
|
|
||
|
// Apply Scissor, Bind texture, Draw
|
||
|
uint32_t clip_rect[4];
|
||
|
clip_rect[0] = static_cast<uint32_t>(pcmd->ClipRect.x - clip_off.x);
|
||
|
clip_rect[1] = static_cast<uint32_t>(pcmd->ClipRect.y - clip_off.y);
|
||
|
clip_rect[2] = static_cast<uint32_t>(pcmd->ClipRect.z - clip_off.x);
|
||
|
clip_rect[3] = static_cast<uint32_t>(pcmd->ClipRect.w - clip_off.y);
|
||
|
wgpuRenderPassEncoderSetScissorRect(pass_encoder, clip_rect[0], clip_rect[1], clip_rect[2] - clip_rect[0], clip_rect[3] - clip_rect[1]);
|
||
|
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 WGPUBuffer ImGui_ImplWGPU_CreateBufferFromData(const WGPUDevice& device, const void* data, uint64_t size, WGPUBufferUsage usage)
|
||
|
{
|
||
|
WGPUBufferDescriptor descriptor = {};
|
||
|
descriptor.size = size;
|
||
|
descriptor.usage = usage | WGPUBufferUsage_CopyDst;
|
||
|
WGPUBuffer buffer = wgpuDeviceCreateBuffer(device, &descriptor);
|
||
|
|
||
|
WGPUQueue queue = wgpuDeviceGetDefaultQueue(g_wgpuDevice);
|
||
|
wgpuQueueWriteBuffer(queue, buffer, 0, data, size);
|
||
|
return buffer;
|
||
|
}
|
||
|
|
||
|
|
||
|
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 = "IMGUI Font Texture";
|
||
|
tex_desc.dimension = WGPUTextureDimension_2D;
|
||
|
tex_desc.size.width = width;
|
||
|
tex_desc.size.height = height;
|
||
|
tex_desc.size.depth = 1;
|
||
|
tex_desc.sampleCount = 1;
|
||
|
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||
|
tex_desc.mipLevelCount = 1;
|
||
|
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_Sampled;
|
||
|
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
|
||
|
{
|
||
|
WGPUBuffer staging_buffer = ImGui_ImplWGPU_CreateBufferFromData(g_wgpuDevice, pixels, static_cast<uint32_t>(width * size_pp * height), WGPUBufferUsage_CopySrc);
|
||
|
|
||
|
WGPUBufferCopyView bufferCopyView = {};
|
||
|
bufferCopyView.buffer = staging_buffer;
|
||
|
bufferCopyView.layout.offset = 0;
|
||
|
bufferCopyView.layout.bytesPerRow = width * size_pp;
|
||
|
bufferCopyView.layout.rowsPerImage = height;
|
||
|
|
||
|
WGPUTextureCopyView textureCopyView = {};
|
||
|
textureCopyView.texture = g_resources.FontTexture;
|
||
|
textureCopyView.mipLevel = 0;
|
||
|
textureCopyView.origin = { 0, 0, 0 };
|
||
|
#ifndef __EMSCRIPTEN__
|
||
|
textureCopyView.aspect = WGPUTextureAspect_All;
|
||
|
#endif
|
||
|
|
||
|
WGPUExtent3D copySize = { static_cast<uint32_t>(width), static_cast<uint32_t>(height), 1 };
|
||
|
|
||
|
WGPUCommandEncoderDescriptor enc_desc = {};
|
||
|
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(g_wgpuDevice, &enc_desc);
|
||
|
wgpuCommandEncoderCopyBufferToTexture(encoder, &bufferCopyView, &textureCopyView, ©Size);
|
||
|
WGPUCommandBufferDescriptor cmd_buf_desc = {};
|
||
|
WGPUCommandBuffer copy = wgpuCommandEncoderFinish(encoder, &cmd_buf_desc);
|
||
|
WGPUQueue queue = wgpuDeviceGetDefaultQueue(g_wgpuDevice);
|
||
|
wgpuQueueSubmit(queue, 1, ©);
|
||
|
|
||
|
wgpuCommandEncoderRelease(encoder);
|
||
|
wgpuBufferRelease(staging_buffer);
|
||
|
}
|
||
|
|
||
|
// 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;
|
||
|
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->TexID = (ImTextureID)g_resources.FontTextureView;
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplWGPU_CreateUniformBuffer()
|
||
|
{
|
||
|
WGPUBufferDescriptor ub_desc = {
|
||
|
nullptr,
|
||
|
"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.primitiveTopology = WGPUPrimitiveTopology_TriangleList;
|
||
|
graphics_pipeline_desc.sampleCount = 1;
|
||
|
graphics_pipeline_desc.sampleMask = UINT_MAX;
|
||
|
|
||
|
|
||
|
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
|
||
|
common_bg_layout_entries[0].binding = 0;
|
||
|
common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex;
|
||
|
common_bg_layout_entries[0].type = WGPUBindingType_UniformBuffer;
|
||
|
common_bg_layout_entries[1].binding = 1;
|
||
|
common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
|
||
|
common_bg_layout_entries[1].type = WGPUBindingType_Sampler;
|
||
|
|
||
|
WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
|
||
|
image_bg_layout_entries[0].binding = 0;
|
||
|
image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
|
||
|
image_bg_layout_entries[0].type = WGPUBindingType_SampledTexture;
|
||
|
|
||
|
WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
|
||
|
common_bg_layout_desc.entryCount = 2;
|
||
|
common_bg_layout_desc.entries = common_bg_layout_entries;
|
||
|
|
||
|
WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
|
||
|
image_bg_layout_desc.entryCount = 1;
|
||
|
image_bg_layout_desc.entries = image_bg_layout_entries;
|
||
|
|
||
|
WGPUBindGroupLayout bg_layouts[2];
|
||
|
bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &common_bg_layout_desc);
|
||
|
bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &image_bg_layout_desc);
|
||
|
|
||
|
WGPUPipelineLayoutDescriptor layout_desc = {};
|
||
|
layout_desc.bindGroupLayoutCount = 2;
|
||
|
layout_desc.bindGroupLayouts = bg_layouts;
|
||
|
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(g_wgpuDevice, &layout_desc);
|
||
|
|
||
|
// 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.vertexStage = vertex_shader_desc;
|
||
|
|
||
|
// Vertex input configuration
|
||
|
WGPUVertexAttributeDescriptor attribute_binding_desc[] = {
|
||
|
{ WGPUVertexFormat_Float2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
|
||
|
{ WGPUVertexFormat_Float2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
|
||
|
{ WGPUVertexFormat_UChar4Norm, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
|
||
|
};
|
||
|
|
||
|
WGPUVertexBufferLayoutDescriptor buffer_binding_desc;
|
||
|
buffer_binding_desc.arrayStride = sizeof(ImDrawVert);
|
||
|
buffer_binding_desc.stepMode = WGPUInputStepMode_Vertex;
|
||
|
buffer_binding_desc.attributeCount = 3;
|
||
|
buffer_binding_desc.attributes = attribute_binding_desc;
|
||
|
|
||
|
WGPUVertexStateDescriptor vertex_state_desc = {};
|
||
|
vertex_state_desc.indexFormat = WGPUIndexFormat_Undefined;
|
||
|
vertex_state_desc.vertexBufferCount = 1;
|
||
|
vertex_state_desc.vertexBuffers = &buffer_binding_desc;
|
||
|
|
||
|
graphics_pipeline_desc.vertexState = &vertex_state_desc;
|
||
|
|
||
|
// Create the pixel shader
|
||
|
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t));
|
||
|
graphics_pipeline_desc.fragmentStage = &pixel_shader_desc;
|
||
|
|
||
|
// Create the blending setup
|
||
|
WGPUColorStateDescriptor color_state = {};
|
||
|
{
|
||
|
color_state.format = g_renderTargetFormat;
|
||
|
color_state.alphaBlend.operation = WGPUBlendOperation_Add;
|
||
|
color_state.alphaBlend.srcFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
||
|
color_state.alphaBlend.dstFactor = WGPUBlendFactor_Zero;
|
||
|
color_state.colorBlend.operation = WGPUBlendOperation_Add;
|
||
|
color_state.colorBlend.srcFactor = WGPUBlendFactor_SrcAlpha;
|
||
|
color_state.colorBlend.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
||
|
color_state.writeMask = WGPUColorWriteMask_All;
|
||
|
|
||
|
graphics_pipeline_desc.colorStateCount = 1;
|
||
|
graphics_pipeline_desc.colorStates = &color_state;
|
||
|
graphics_pipeline_desc.alphaToCoverageEnabled = false;
|
||
|
}
|
||
|
|
||
|
// Create the rasterizer state
|
||
|
WGPURasterizationStateDescriptor raster_desc = {};
|
||
|
{
|
||
|
raster_desc.cullMode = WGPUCullMode_None;
|
||
|
raster_desc.frontFace = WGPUFrontFace_CW;
|
||
|
raster_desc.depthBias = 0;
|
||
|
raster_desc.depthBiasClamp = 0;
|
||
|
raster_desc.depthBiasSlopeScale = 0;
|
||
|
graphics_pipeline_desc.rasterizationState = &raster_desc;
|
||
|
}
|
||
|
|
||
|
// Create depth-stencil State
|
||
|
WGPUDepthStencilStateDescriptor depth_desc = {};
|
||
|
{
|
||
|
// Configure disabled state
|
||
|
depth_desc.format = WGPUTextureFormat_Undefined;
|
||
|
|
||
|
depth_desc.depthWriteEnabled = true;
|
||
|
depth_desc.depthCompare = WGPUCompareFunction_Always;
|
||
|
depth_desc.stencilReadMask = 0;
|
||
|
depth_desc.stencilWriteMask = 0;
|
||
|
depth_desc.stencilBack.compare = WGPUCompareFunction_Always;
|
||
|
depth_desc.stencilBack.failOp = WGPUStencilOperation_Keep;
|
||
|
depth_desc.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
|
||
|
depth_desc.stencilBack.passOp = WGPUStencilOperation_Keep;
|
||
|
depth_desc.stencilFront.compare = WGPUCompareFunction_Always;
|
||
|
depth_desc.stencilFront.failOp = WGPUStencilOperation_Keep;
|
||
|
depth_desc.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
|
||
|
depth_desc.stencilFront.passOp = WGPUStencilOperation_Keep;
|
||
|
|
||
|
// No depth buffer corresponds to no configuration
|
||
|
graphics_pipeline_desc.depthStencilState = nullptr;
|
||
|
}
|
||
|
|
||
|
g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc);
|
||
|
|
||
|
ImGui_ImplWGPU_CreateFontsTexture();
|
||
|
ImGui_ImplWGPU_CreateUniformBuffer();
|
||
|
|
||
|
// Create resource bind group
|
||
|
WGPUBindGroupEntry common_bg_entries[] = {
|
||
|
{ 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
|
||
|
{ 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);
|
||
|
g_resources.ImageBindGroupLayout = bg_layouts[1];
|
||
|
|
||
|
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView);
|
||
|
g_resources.ImageBindGroup = image_bind_group;
|
||
|
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->TexID = 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 back-end 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_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.ImageBindGroupLayout = NULL;
|
||
|
g_resources.ImageBindGroups.Data.reserve(100);
|
||
|
g_resources.ImageBindGroup = 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;
|
||
|
g_wgpuDevice = NULL;
|
||
|
g_numFramesInFlight = 0;
|
||
|
g_frameIndex = UINT_MAX;
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplWGPU_NewFrame()
|
||
|
{
|
||
|
if (!g_pipelineState)
|
||
|
ImGui_ImplWGPU_CreateDeviceObjects();
|
||
|
}
|