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495 lines
20 KiB
C++
Executable File
495 lines
20 KiB
C++
Executable File
// Dear ImGui: standalone example application for using SDL2 + WebGPU
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// - Emscripten is supported for publishing on web. See https://emscripten.org.
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// - Dawn is used as a WebGPU implementation on desktop.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_wgpu.h"
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#include <stdio.h>
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#include <SDL.h>
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// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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#include <emscripten/html5_webgpu.h>
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#endif
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#include "../libs/emscripten/emscripten_mainloop_stub.h"
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#endif
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#include <webgpu/webgpu.h>
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
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#include <webgpu/webgpu_cpp.h>
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#endif
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// Data
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WGPUInstance wgpu_instance = nullptr;
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WGPUDevice wgpu_device = nullptr;
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WGPUSurface wgpu_surface = nullptr;
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WGPUQueue wgpu_queue = nullptr;
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WGPUSurfaceConfiguration wgpu_surface_configuration {};
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int wgpu_surface_width = 1280;
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int wgpu_surface_height = 800;
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// Forward declarations
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static bool InitWGPU(void* window);
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static void ResizeSurface(int width, int height)
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{
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wgpu_surface_configuration.width = wgpu_surface_width = width;
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wgpu_surface_configuration.height = wgpu_surface_height = height;
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wgpuSurfaceConfigure(wgpu_surface, (WGPUSurfaceConfiguration*)&wgpu_surface_configuration);
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}
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static void ReleaseTextureAndConfigureSurface(WGPUTexture& texture, int fb_width, int fb_height)
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{
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if (texture)
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wgpuTextureRelease(texture);
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if (fb_width > 0 && fb_height > 0)
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ResizeSurface(fb_width, fb_height);
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}
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// Main code
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int main(int, char**)
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{
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// Setup SDL
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#if defined(__linux__)
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// It's necessary to specify "x11" or "wayland": default is "x11" it works also in wayland
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// Or comment the line and export SDL_VIDEODRIVER environment variable:
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// export SDL_VIDEODRIVER=wayland // To set wayland session type
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// export SDL_VIDEODRIVER=$XDG_SESSION_TYPE // To get current session type from WM: x11 | wayland
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SDL_SetHint(SDL_HINT_VIDEODRIVER, "x11");
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#endif
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER);
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// Create window
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+WebGPU example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, wgpu_surface_width, wgpu_surface_height, SDL_WINDOW_RESIZABLE);
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// Initialize WGPU
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InitWGPU(window);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForOther(window);
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ImGui_ImplWGPU_InitInfo init_info;
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init_info.Device = wgpu_device;
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init_info.NumFramesInFlight = 3;
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init_info.RenderTargetFormat = wgpu_surface_configuration.format;
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init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
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ImGui_ImplWGPU_Init(&init_info);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
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//style.FontSizeBase = 20.0f;
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//io.Fonts->AddFontDefault();
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#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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//IM_ASSERT(font != nullptr);
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#endif
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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bool done = false;
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#ifdef __EMSCRIPTEN__
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = nullptr;
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EMSCRIPTEN_MAINLOOP_BEGIN
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#else
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while (!done)
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#endif
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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// React to changes in screen size
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int width, height;
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SDL_GetWindowSize(window, &width, &height);
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if (width != wgpu_surface_width || height != wgpu_surface_height)
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{
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ImGui_ImplWGPU_InvalidateDeviceObjects(); // FIXME-WGPU: Why doing this? this will recreate all font textures etc.
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ResizeSurface(width, height);
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ImGui_ImplWGPU_CreateDeviceObjects();
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}
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WGPUSurfaceTexture surfaceTexture;
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wgpuSurfaceGetCurrentTexture(wgpu_surface, &surfaceTexture);
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// Check if surface texture is not optimal and try to re-configure Surface
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if (!ImGui_ImplWGPU_CheckSurfaceTextureOptimalStatus_Helper(surfaceTexture.status))
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{
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ReleaseTextureAndConfigureSurface(surfaceTexture.texture, width, height);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplWGPU_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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WGPUTextureViewDescriptor viewDescriptor {};
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viewDescriptor.format = wgpu_surface_configuration.format;
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viewDescriptor.dimension = WGPUTextureViewDimension_2D;
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viewDescriptor.mipLevelCount = WGPU_MIP_LEVEL_COUNT_UNDEFINED;
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viewDescriptor.arrayLayerCount = WGPU_ARRAY_LAYER_COUNT_UNDEFINED;
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viewDescriptor.aspect = WGPUTextureAspect_All;
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WGPUTextureView textureView = wgpuTextureCreateView(surfaceTexture.texture, &viewDescriptor);
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WGPURenderPassColorAttachment color_attachments {};
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color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
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color_attachments.loadOp = WGPULoadOp_Clear;
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color_attachments.storeOp = WGPUStoreOp_Store;
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color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
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color_attachments.view = textureView;
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WGPURenderPassDescriptor render_pass_desc {};
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render_pass_desc.colorAttachmentCount = 1;
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render_pass_desc.colorAttachments = &color_attachments;
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render_pass_desc.depthStencilAttachment = nullptr;
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WGPUCommandEncoderDescriptor enc_desc {};
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WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
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WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
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ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
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wgpuRenderPassEncoderEnd(pass);
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WGPUCommandBufferDescriptor cmd_buffer_desc {};
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WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
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wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer);
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#ifndef __EMSCRIPTEN__
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wgpuSurfacePresent(wgpu_surface);
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// Tick needs to be called in Dawn to display validation errors
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
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wgpuDeviceTick(wgpu_device);
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#endif
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#endif
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wgpuTextureViewRelease(textureView);
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wgpuRenderPassEncoderRelease(pass);
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wgpuCommandEncoderRelease(encoder);
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wgpuCommandBufferRelease(cmd_buffer);
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}
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_MAINLOOP_END;
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#endif
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// Cleanup
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ImGui_ImplWGPU_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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wgpuSurfaceUnconfigure(wgpu_surface);
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wgpuSurfaceRelease(wgpu_surface);
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wgpuQueueRelease(wgpu_queue);
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wgpuDeviceRelease(wgpu_device);
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wgpuInstanceRelease(wgpu_instance);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
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static WGPUAdapter GetAdapter(wgpu::Instance& instance)
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{
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wgpu::Adapter acquiredAdapter;
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wgpu::RequestAdapterOptions adapterOptions;
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auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message)
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{
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if (status != wgpu::RequestAdapterStatus::Success)
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{
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printf("Failed to get an adapter: %s\n", message.data);
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return;
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}
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acquiredAdapter = std::move(adapter);
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};
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// Synchronously (wait until) acquire Adapter
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wgpu::Future waitAdapterFunc { instance.RequestAdapter(&adapterOptions, wgpu::CallbackMode::WaitAnyOnly, onRequestAdapter) };
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wgpu::WaitStatus waitStatusAdapter = instance.WaitAny(waitAdapterFunc, UINT64_MAX);
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IM_ASSERT(acquiredAdapter != nullptr && waitStatusAdapter == wgpu::WaitStatus::Success && "Error on Adapter request");
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#ifndef NDEBUG
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ImGui_ImplWGPU_PrintAdapterInfo_Helper(acquiredAdapter.Get());
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#endif
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return acquiredAdapter.MoveToCHandle();
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}
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static WGPUDevice GetDevice(wgpu::Instance &instance, wgpu::Adapter &adapter)
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{
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// Set device callback functions
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wgpu::DeviceDescriptor deviceDesc;
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deviceDesc.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous, ImGui_ImplWGPU_DAWN_DeviceLostCallback_Helper);
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deviceDesc.SetUncapturedErrorCallback(ImGui_ImplWGPU_DAWN_ErrorCallback_Helper);
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wgpu::Device acquiredDevice;
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auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device localDevice, wgpu::StringView message)
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{
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if (status != wgpu::RequestDeviceStatus::Success)
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{
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printf("Failed to get an device: %s\n", message.data);
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return;
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}
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acquiredDevice = std::move(localDevice);
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};
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// Synchronously (wait until) get Device
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wgpu::Future waitDeviceFunc { adapter.RequestDevice(&deviceDesc, wgpu::CallbackMode::WaitAnyOnly, onRequestDevice) };
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wgpu::WaitStatus waitStatusDevice = instance.WaitAny(waitDeviceFunc, UINT64_MAX);
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IM_ASSERT(acquiredDevice != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
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return acquiredDevice.MoveToCHandle();
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}
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#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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#ifdef __EMSCRIPTEN__
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// Adapter and device initialization via JS
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EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (),
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{
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if (!navigator.gpu)
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throw Error("WebGPU not supported.");
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const adapter = await navigator.gpu.requestAdapter();
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const device = await adapter.requestDevice();
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Module.preinitializedWebGPUDevice = device;
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} );
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#else // __EMSCRIPTEN__
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static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
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{
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if (status == WGPURequestAdapterStatus_Success)
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{
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WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
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*extAdapter = adapter;
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}
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else
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{
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printf("Request_adapter status=%#.8x message=%.*s\n", status, (int)message.length, message.data);
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}
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}
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static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
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{
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if (status == WGPURequestDeviceStatus_Success)
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{
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WGPUDevice* extDevice = (WGPUDevice*)userdata1;
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*extDevice = device;
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}
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else
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{
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printf("Request_device status=%#.8x message=%.*s\n", status, (int)message.length, message.data);
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}
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}
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static WGPUAdapter GetAdapter(WGPUInstance& instance)
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{
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WGPURequestAdapterOptions adapterOptions = {};
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static WGPUAdapter localAdapter;
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WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
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adapterCallbackInfo.callback = handle_request_adapter;
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adapterCallbackInfo.userdata1 = &localAdapter;
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wgpuInstanceRequestAdapter(wgpu_instance, &adapterOptions, adapterCallbackInfo);
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IM_ASSERT(localAdapter && "Error on Adapter request");
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#ifndef NDEBUG
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ImGui_ImplWGPU_PrintAdapterInfo_Helper(localAdapter);
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#endif
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return localAdapter;
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}
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static WGPUDevice GetDevice(WGPUAdapter &adapter)
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{
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static WGPUDevice localDevice;
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WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
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deviceCallbackInfo.callback = handle_request_device;
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deviceCallbackInfo.userdata1 = &localDevice;
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wgpuAdapterRequestDevice(adapter, NULL, deviceCallbackInfo);
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IM_ASSERT(localDevice && "Error on Device request");
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return localDevice;
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}
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#endif // __EMSCRIPTEN__
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#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
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static bool InitWGPU(void* window)
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{
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WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities
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// Google DAWN backend: Adapter and Device acquisition, Surface creation
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
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wgpu::InstanceDescriptor instanceDescriptor = {};
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instanceDescriptor.capabilities.timedWaitAnyEnable = true;
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wgpu::Instance instance = wgpu::CreateInstance(&instanceDescriptor);
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wgpu::Adapter adapter { GetAdapter(instance) };
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wgpu_device = GetDevice(instance, adapter);
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// Create the surface.
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#ifdef __EMSCRIPTEN__
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wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvasDesc{};
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canvasDesc.selector = "#canvas";
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wgpu::SurfaceDescriptor surfaceDesc = {};
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surfaceDesc.nextInChain = &canvasDesc;
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wgpu::Surface surface = instance.CreateSurface(&surfaceDesc);
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#else
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wgpu::Surface surface = ImGui_ImplSDL2_CreateWGPUSurface(instance.Get(), (SDL_Window*)window);
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#endif
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if (!surface)
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return false;
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// Moving Dawn objects into WGPU handles
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wgpu_instance = instance.MoveToCHandle();
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wgpu_surface = surface.MoveToCHandle();
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WGPUSurfaceCapabilities surface_capabilities = {};
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wgpuSurfaceGetCapabilities(wgpu_surface, adapter.Get(), &surface_capabilities);
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preferred_fmt = surface_capabilities.formats[0];
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// WGPU backend: Adapter and Device acquisition, Surface creation
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#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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wgpu_instance = wgpuCreateInstance(nullptr);
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#ifdef __EMSCRIPTEN__
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getAdapterAndDeviceViaJS();
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wgpu_device = emscripten_webgpu_get_device();
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assert(wgpu_device != nullptr && "Error creating the Device");
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WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
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html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector;
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html_surface_desc.selector = "#canvas";
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WGPUSurfaceDescriptor surface_desc = {};
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surface_desc.nextInChain = &html_surface_desc.chain;
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// Create the surface.
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wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc);
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preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */);
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#else // __EMSCRIPTEN__
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wgpuSetLogCallback(ImGui_ImplWGPU_WGPU_LogCallback_Helper, NULL);
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wgpuSetLogLevel(WGPULogLevel_Warn);
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static WGPUAdapter adapter = GetAdapter(wgpu_instance);
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wgpu_device = GetDevice(adapter);
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// Create the surface.
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wgpu_surface = ImGui_ImplSDL2_CreateWGPUSurface(wgpu_instance, (SDL_Window*)window);
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if (!wgpu_surface)
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return false;
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WGPUSurfaceCapabilities surface_capabilities = {};
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wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities);
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preferred_fmt = surface_capabilities.formats[0];
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#endif // __EMSCRIPTEN__
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#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
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wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo;
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wgpu_surface_configuration.alphaMode = WGPUCompositeAlphaMode_Auto;
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wgpu_surface_configuration.usage = WGPUTextureUsage_RenderAttachment;
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wgpu_surface_configuration.width = wgpu_surface_width;
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wgpu_surface_configuration.height = wgpu_surface_height;
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wgpu_surface_configuration.device = wgpu_device;
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wgpu_surface_configuration.format = preferred_fmt;
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wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration);
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wgpu_queue = wgpuDeviceGetQueue(wgpu_device);
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return true;
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}
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