Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
This commit is contained in:
ocornut
2025-02-26 21:08:45 +01:00
16 changed files with 267 additions and 193 deletions

View File

@@ -19,6 +19,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
@@ -67,7 +68,7 @@ using WGPUProgrammableStageDescriptor = WGPUComputeState;
#endif
// Dear ImGui prototypes from imgui_internal.h
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
// WebGPU data
@@ -79,7 +80,6 @@ struct RenderResources
WGPUBuffer Uniforms = nullptr; // Shader uniforms
WGPUBindGroup CommonBindGroup = nullptr; // 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 = nullptr; // Default font-resource of Dear ImGui
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
};
@@ -253,7 +253,6 @@ static void SafeRelease(RenderResources& res)
SafeRelease(res.Sampler);
SafeRelease(res.Uniforms);
SafeRelease(res.CommonBindGroup);
SafeRelease(res.ImageBindGroup);
SafeRelease(res.ImageBindGroupLayout);
};
@@ -269,7 +268,7 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
@@ -284,7 +283,8 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
stage_desc.entryPoint = { "main", WGPU_STRLEN };
#else
stage_desc.entryPoint = "main";
@@ -401,7 +401,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{
nullptr,
"Dear ImGui Vertex buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
@@ -428,7 +428,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{
nullptr,
"Dear ImGui Index buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
@@ -493,18 +493,14 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{
// Bind custom texture
ImTextureID tex_id = pcmd->GetTexID();
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (bind_group)
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (!bind_group)
{
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
}
else
{
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
}
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
// 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);
@@ -526,6 +522,16 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
// Remove all ImageBindGroups
ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups;
for (int i = 0; i < image_bind_groups.Data.Size; i++)
{
WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p;
SafeRelease(bind_group);
}
image_bind_groups.Data.resize(0);
platform_io.Renderer_RenderState = nullptr;
}
@@ -541,7 +547,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
// Upload texture to graphics system
{
WGPUTextureDescriptor tex_desc = {};
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
#else
tex_desc.label = "Dear ImGui Font Texture";
@@ -569,12 +575,20 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
// Upload texture data
{
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUTexelCopyTextureInfo dst_view = {};
#else
WGPUImageCopyTexture dst_view = {};
#endif
dst_view.texture = bd->renderResources.FontTexture;
dst_view.mipLevel = 0;
dst_view.origin = { 0, 0, 0 };
dst_view.aspect = WGPUTextureAspect_All;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUTexelCopyBufferLayout layout = {};
#else
WGPUTextureDataLayout layout = {};
#endif
layout.offset = 0;
layout.bytesPerRow = width * size_pp;
layout.rowsPerImage = height;
@@ -608,7 +622,7 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
{
nullptr,
"Dear ImGui Uniform buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
@@ -716,7 +730,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = bd->depthStencilFormat;
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
#else
depth_stencil_state.depthWriteEnabled = false;
@@ -751,11 +765,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
common_bg_descriptor.entries = common_bg_entries;
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
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);
@@ -815,7 +825,6 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
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)