mirror of
https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_metal.h # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_sdlrenderer2.cpp # backends/imgui_impl_sdlrenderer2.h # backends/imgui_impl_vulkan.cpp # imgui.cpp
This commit is contained in:
@@ -22,6 +22,7 @@
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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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// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
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// 2026-03-25: Added support for WGVK native backend via IMGUI_IMPL_WEBGPU_BACKEND_WGVK define, with SPIRV shaders if WGSL is not available. (#9316, #9246, #9257)
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// 2026-03-09: Removed support for Emscripten < 4.0.10. (#9281)
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// 2025-10-16: Update to compile with Dawn and Emscripten's 4.0.10+ '--use-port=emdawnwebgpu' ports. (#8381, #8898)
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@@ -85,11 +86,13 @@ struct ImGui_ImplWGPU_Texture
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struct RenderResources
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{
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WGPUSampler SamplerLinear = nullptr; // Sampler for textures
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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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WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
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WGPUSampler SamplerLinear = nullptr; // Bilinear sampler
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WGPUSampler SamplerNearest = nullptr; // Nearest/point sampler
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WGPUBuffer Uniforms = nullptr; // Shader uniforms
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WGPUBindGroup CommonBindGroupLinear = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerLinear)
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WGPUBindGroup CommonBindGroupNearest = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerNearest)
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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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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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struct FrameResources
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@@ -116,6 +119,7 @@ struct ImGui_ImplWGPU_Data
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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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ImGui_ImplWGPU_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
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RenderResources renderResources;
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FrameResources* pFrameResources = nullptr;
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@@ -299,8 +303,10 @@ static void SafeRelease(WGPUShaderModule& res)
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static void SafeRelease(RenderResources& res)
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{
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SafeRelease(res.SamplerLinear);
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SafeRelease(res.SamplerNearest);
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SafeRelease(res.Uniforms);
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SafeRelease(res.CommonBindGroup);
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SafeRelease(res.CommonBindGroupLinear);
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SafeRelease(res.CommonBindGroupNearest);
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SafeRelease(res.ImageBindGroupLayout);
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};
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@@ -315,6 +321,7 @@ static void SafeRelease(FrameResources& res)
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static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(const char* wgsl_source)
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{
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ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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IM_UNUSED(bd);
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WGPUShaderSourceWGSL wgsl_desc = {};
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wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
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@@ -324,9 +331,10 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(con
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desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc;
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WGPUProgrammableStageDescriptor stage_desc = {};
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#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
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stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
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stage_desc.entryPoint = { "main", WGPU_STRLEN };
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#endif
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return stage_desc;
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}
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@@ -420,15 +428,19 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
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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, bd->pipelineState);
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wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr);
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// Setup blend factor
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WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
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wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
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}
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// Draw callbacks
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static void ImGui_ImplWGPU_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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static void ImGui_ImplWGPU_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr); }
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static void ImGui_ImplWGPU_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupNearest, 0, nullptr); }
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
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{
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// Avoid rendering when minimized
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@@ -523,7 +535,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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ImGui_ImplWGPU_RenderState render_state;
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render_state.Device = bd->wgpuDevice;
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render_state.RenderPassEncoder = pass_encoder;
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platform_io.Renderer_RenderState = &render_state;
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platform_io.Renderer_RenderState = bd->RenderState = &render_state;
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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@@ -539,9 +551,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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IM_ASSERT(pcmd->UserCallback != ImDrawCallback_SetSamplerLinear && pcmd->UserCallback != ImDrawCallback_SetSamplerNearest); // Unsupported.
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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if (pcmd->UserCallback == ImGui_ImplWGPU_DrawCallback_ResetRenderState)
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ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
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else
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pcmd->UserCallback(draw_list, pcmd);
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@@ -552,12 +562,11 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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ImTextureID tex_id = pcmd->GetTexID();
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ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
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WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
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if (!bind_group)
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{
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bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
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bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
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}
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
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if (!bind_group && tex_id != 0)
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if ((bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id)) != 0)
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bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
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if (bind_group)
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wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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@@ -566,8 +575,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
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if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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@@ -589,7 +598,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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}
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image_bind_groups.Data.resize(0);
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platform_io.Renderer_RenderState = nullptr;
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platform_io.Renderer_RenderState = bd->RenderState = nullptr;
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}
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static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
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@@ -817,19 +826,23 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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ImGui_ImplWGPU_CreateUniformBuffer();
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// Create sampler
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// Create samplers (Linear/Nearest)
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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WGPUSamplerDescriptor sampler_desc = {};
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sampler_desc.minFilter = WGPUFilterMode_Linear;
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sampler_desc.magFilter = WGPUFilterMode_Linear;
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sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
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sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
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sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
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sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
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sampler_desc.maxAnisotropy = 1;
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sampler_desc.minFilter = WGPUFilterMode_Linear;
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sampler_desc.magFilter = WGPUFilterMode_Linear;
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sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
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bd->renderResources.SamplerLinear = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
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sampler_desc.minFilter = WGPUFilterMode_Nearest;
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sampler_desc.magFilter = WGPUFilterMode_Nearest;
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sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest;
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bd->renderResources.SamplerNearest = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
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// Create resource bind group
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// Create resource bind groups (one per sampler, otherwise identical)
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WGPUBindGroupEntry common_bg_entries[] =
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{
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{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
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@@ -839,7 +852,9 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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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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bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
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bd->renderResources.CommonBindGroupLinear = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
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common_bg_entries[1].sampler = bd->renderResources.SamplerNearest;
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bd->renderResources.CommonBindGroupNearest = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
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bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
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SafeRelease(vertex_shader_desc.module);
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@@ -891,6 +906,11 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplWGPU_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplWGPU_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplWGPU_DrawCallback_SetSamplerNearest;
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bd->initInfo = *init_info;
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bd->wgpuDevice = init_info->Device;
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bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
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@@ -899,11 +919,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
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bd->numFramesInFlight = init_info->NumFramesInFlight;
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bd->frameIndex = UINT_MAX;
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bd->renderResources.SamplerLinear = nullptr;
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bd->renderResources.Uniforms = nullptr;
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bd->renderResources.CommonBindGroup = nullptr;
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bd->renderResources.ImageBindGroups.Data.reserve(100);
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bd->renderResources.ImageBindGroupLayout = nullptr;
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// Create buffers with a default size (they will later be grown as needed)
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bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
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