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Backends: WebGPU: added SetSamplerLinear/Nearest draw callbacks. (#9378)
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@@ -8,7 +8,7 @@
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
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// Missing features or Issues:
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom callbacks.
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerCustom.
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// Read imgui_impl_wgpu.h about how to use the IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_DAWN flags.
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@@ -22,7 +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-XX-XX: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others are not yet supported).
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// 2026-XX-XX: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest.
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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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@@ -86,11 +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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@@ -117,6 +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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@@ -300,8 +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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@@ -423,7 +428,7 @@ 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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@@ -431,7 +436,9 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
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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_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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void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
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@@ -528,7 +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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@@ -591,7 +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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@@ -819,19 +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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@@ -841,7 +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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@@ -895,6 +908,8 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
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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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@@ -904,11 +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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@@ -20,7 +20,7 @@
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
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// Missing features or Issues:
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom callbacks.
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerCustom.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -145,7 +145,7 @@ Other Changes:
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- SDLRenderer2: Reset n/a n/a n/a
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- SDLRenderer3: Reset SetSamplerLinear SetSamplerNearest n/a
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- Vulkan: Reset SetSamplerLinear SetSamplerNearest SetSamplerCustom
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- WebGPU: Reset *missing* *missing* *missing*
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- WebGPU: Reset SetSamplerLinear SetSamplerNearest *missing*
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(Vulkan backend by @yaz0r, others by @ocornut)
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- GLFW: added a Win32-specific implementation of `ImGui_ImplGlfw_GetContentScaleXXXX`
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functions for legacy GLFW 3.2. (#9003)
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