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122 lines
6.2 KiB
C
122 lines
6.2 KiB
C
// dear imgui: Renderer for WebGPU
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL2, SDL3)
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// (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess)
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// When targeting native platforms:
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// - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU *must* be provided.
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// When targeting Emscripten:
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// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN is Emscripten version is 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'.
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// - We can still define IMGUI_IMPL_WEBGPU_BACKEND_WGPU to use Emscripten '-s USE_WEBGPU=1' which is marked as obsolete by Emscripten.
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// Add #define to your imconfig.h file, or as a compilation flag in your build system.
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// This requirement may be removed once WebGPU stabilizes and backends converge on a unified interface.
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//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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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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// 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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// 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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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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// Setup Emscripten default if not specified.
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#if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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#include <emscripten/version.h>
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#if (__EMSCRIPTEN_major__ >= 4) && (__EMSCRIPTEN_minor__ >= 0) && (__EMSCRIPTEN_tiny__ >= 10)
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#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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#else
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#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
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#endif
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#endif
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#include <webgpu/webgpu.h>
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__)
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#include <webgpu/wgpu.h> // WGPULogLevel
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#endif
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// Initialization data, for ImGui_ImplWGPU_Init()
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struct ImGui_ImplWGPU_InitInfo
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{
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WGPUDevice Device = nullptr;
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int NumFramesInFlight = 3;
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WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
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WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
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WGPUMultisampleState PipelineMultisampleState = {};
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ImGui_ImplWGPU_InitInfo()
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{
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PipelineMultisampleState.count = 1;
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PipelineMultisampleState.mask = UINT32_MAX;
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PipelineMultisampleState.alphaToCoverageEnabled = false;
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}
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};
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
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IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplWGPU_RenderState
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{
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WGPUDevice Device;
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WGPURenderPassEncoder RenderPassEncoder;
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};
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//-------------------------------------------------------------------------
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// Internal Helpers
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// Those are currently used by our example applications.
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//-------------------------------------------------------------------------
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// (Optional) Helper to wrap some of the Dawn/WGPU/Emscripten quirks
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bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status);
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bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(WGPUSurfaceGetCurrentTextureStatus status); // Return whether the texture is suboptimal and may need to be recreated.
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// (Optional) Helper for debugging/logging
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void ImGui_ImplWGPU_DebugPrintAdapterInfo(const WGPUAdapter& adapter);
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const char* ImGui_ImplWGPU_GetBackendTypeName(WGPUBackendType type);
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const char* ImGui_ImplWGPU_GetAdapterTypeName(WGPUAdapterType type);
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#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
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const char* ImGui_ImplWGPU_GetDeviceLostReasonName(WGPUDeviceLostReason type);
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const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type);
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#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__)
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const char* ImGui_ImplWGPU_GetLogLevelName(WGPULogLevel level);
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#endif
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// (Optional) Helper to create a surface on macOS/Wayland/X11/Window
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#ifndef __EMSCRIPTEN__
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struct ImGui_ImplWGPU_CreateSurfaceInfo
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{
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WGPUInstance Instance;
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const char* System; // "cocoa" | "wayland" | "x11" | "win32"
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void* RawWindow; // NSWindow* | 0 | Window | HWND
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void* RawDisplay; // 0 | wl_display* | Display* | 0
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void* RawSurface; // | wl_surface* | 0 | 0
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void* RawInstance; // 0 | 0 | 0 | HINSTANCE
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};
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WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info);
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#endif // #ifndef __EMSCRIPTEN__
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#endif // #ifndef IMGUI_DISABLE
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