770 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			770 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// dear imgui: Renderer for WebGPU
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// This needs to be used along with a Platform Binding (e.g. GLFW)
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// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
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// Implemented features:
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//  [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
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//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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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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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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//  2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
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//  2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
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//  2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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//  2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
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//  2022-11-24: Fixed validation error with default depth buffer settings.
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//  2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
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//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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//  2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
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//  2021-08-24: Fixed for latest specs.
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//  2021-05-24: Add support for draw_data->FramebufferScale.
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//  2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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//  2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
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//  2021-02-18: Change blending equation to preserve alpha in output buffer.
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//  2021-01-28: Initial version.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_wgpu.h"
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#include <limits.h>
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#include <webgpu/webgpu.h>
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// Dear ImGui prototypes from imgui_internal.h
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extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
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#define MEMALIGN(_SIZE,_ALIGN)        (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1))    // Memory align (copied from IM_ALIGN() macro).
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// WebGPU data
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struct RenderResources
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{
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    WGPUTexture         FontTexture = nullptr;          // Font texture
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    WGPUTextureView     FontTextureView = nullptr;      // Texture view for font texture
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    WGPUSampler         Sampler = nullptr;              // Sampler for the font texture
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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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    WGPUBindGroup       ImageBindGroup = nullptr;       // Default font-resource of Dear ImGui
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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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{
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    WGPUBuffer  IndexBuffer;
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    WGPUBuffer  VertexBuffer;
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    ImDrawIdx*  IndexBufferHost;
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    ImDrawVert* VertexBufferHost;
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    int         IndexBufferSize;
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    int         VertexBufferSize;
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};
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struct Uniforms
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{
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    float MVP[4][4];
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    float Gamma;
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};
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struct ImGui_ImplWGPU_Data
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{
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    WGPUDevice          wgpuDevice = nullptr;
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    WGPUQueue           defaultQueue = nullptr;
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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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    RenderResources     renderResources;
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    FrameResources*     pFrameResources = nullptr;
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    unsigned int        numFramesInFlight = 0;
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    unsigned int        frameIndex = UINT_MAX;
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
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{
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    return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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//-----------------------------------------------------------------------------
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// SHADERS
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//-----------------------------------------------------------------------------
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static const char __shader_vert_wgsl[] = R"(
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struct VertexInput {
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    @location(0) position: vec2<f32>,
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    @location(1) uv: vec2<f32>,
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    @location(2) color: vec4<f32>,
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};
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struct VertexOutput {
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    @builtin(position) position: vec4<f32>,
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    @location(0) color: vec4<f32>,
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    @location(1) uv: vec2<f32>,
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};
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struct Uniforms {
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    mvp: mat4x4<f32>,
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    gamma: f32,
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};
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@group(0) @binding(0) var<uniform> uniforms: Uniforms;
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@vertex
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fn main(in: VertexInput) -> VertexOutput {
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    var out: VertexOutput;
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    out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
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    out.color = in.color;
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    out.uv = in.uv;
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    return out;
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}
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)";
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static const char __shader_frag_wgsl[] = R"(
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struct VertexOutput {
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    @builtin(position) position: vec4<f32>,
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    @location(0) color: vec4<f32>,
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    @location(1) uv: vec2<f32>,
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};
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struct Uniforms {
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    mvp: mat4x4<f32>,
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    gamma: f32,
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};
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@group(0) @binding(0) var<uniform> uniforms: Uniforms;
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@group(0) @binding(1) var s: sampler;
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@group(1) @binding(0) var t: texture_2d<f32>;
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@fragment
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fn main(in: VertexOutput) -> @location(0) vec4<f32> {
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    let color = in.color * textureSample(t, s, in.uv);
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    let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
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    return vec4<f32>(corrected_color, color.a);
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}
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)";
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static void SafeRelease(ImDrawIdx*& res)
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{
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    if (res)
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        delete[] res;
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    res = nullptr;
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}
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static void SafeRelease(ImDrawVert*& res)
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{
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    if (res)
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        delete[] res;
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    res = nullptr;
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}
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static void SafeRelease(WGPUBindGroupLayout& res)
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{
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    if (res)
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        wgpuBindGroupLayoutRelease(res);
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    res = nullptr;
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}
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static void SafeRelease(WGPUBindGroup& res)
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{
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    if (res)
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        wgpuBindGroupRelease(res);
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    res = nullptr;
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}
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static void SafeRelease(WGPUBuffer& res)
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{
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    if (res)
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        wgpuBufferRelease(res);
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    res = nullptr;
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}
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static void SafeRelease(WGPURenderPipeline& res)
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{
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    if (res)
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        wgpuRenderPipelineRelease(res);
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    res = nullptr;
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}
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static void SafeRelease(WGPUSampler& res)
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{
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    if (res)
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        wgpuSamplerRelease(res);
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    res = nullptr;
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}
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static void SafeRelease(WGPUShaderModule& res)
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{
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    if (res)
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        wgpuShaderModuleRelease(res);
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    res = nullptr;
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}
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static void SafeRelease(WGPUTextureView& res)
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{
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    if (res)
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        wgpuTextureViewRelease(res);
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    res = nullptr;
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}
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static void SafeRelease(WGPUTexture& res)
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{
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    if (res)
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        wgpuTextureRelease(res);
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    res = nullptr;
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}
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static void SafeRelease(RenderResources& res)
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{
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    SafeRelease(res.FontTexture);
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    SafeRelease(res.FontTextureView);
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    SafeRelease(res.Sampler);
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    SafeRelease(res.Uniforms);
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    SafeRelease(res.CommonBindGroup);
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    SafeRelease(res.ImageBindGroup);
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    SafeRelease(res.ImageBindGroupLayout);
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};
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static void SafeRelease(FrameResources& res)
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{
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    SafeRelease(res.IndexBuffer);
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    SafeRelease(res.VertexBuffer);
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    SafeRelease(res.IndexBufferHost);
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    SafeRelease(res.VertexBufferHost);
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}
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static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
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{
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    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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    WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
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    wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
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    wgsl_desc.code = wgsl_source;
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    WGPUShaderModuleDescriptor desc = {};
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    desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
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    WGPUProgrammableStageDescriptor stage_desc = {};
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    stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
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    stage_desc.entryPoint = "main";
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    return stage_desc;
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}
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static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
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{
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    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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    WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
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    WGPUBindGroupDescriptor image_bg_descriptor = {};
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    image_bg_descriptor.layout = layout;
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    image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
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    image_bg_descriptor.entries = image_bg_entries;
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    return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
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}
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static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
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{
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    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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    // Setup orthographic projection matrix into our constant buffer
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    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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    {
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        float L = draw_data->DisplayPos.x;
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        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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        float T = draw_data->DisplayPos.y;
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        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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        float mvp[4][4] =
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        {
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            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
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            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
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            { 0.0f,         0.0f,           0.5f,       0.0f },
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            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
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        };
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        wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
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        float gamma;
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        switch (bd->renderTargetFormat)
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        {
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        case WGPUTextureFormat_ASTC10x10UnormSrgb:
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        case WGPUTextureFormat_ASTC10x5UnormSrgb:
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        case WGPUTextureFormat_ASTC10x6UnormSrgb:
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        case WGPUTextureFormat_ASTC10x8UnormSrgb:
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        case WGPUTextureFormat_ASTC12x10UnormSrgb:
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        case WGPUTextureFormat_ASTC12x12UnormSrgb:
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        case WGPUTextureFormat_ASTC4x4UnormSrgb:
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        case WGPUTextureFormat_ASTC5x5UnormSrgb:
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        case WGPUTextureFormat_ASTC6x5UnormSrgb:
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        case WGPUTextureFormat_ASTC6x6UnormSrgb:
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        case WGPUTextureFormat_ASTC8x5UnormSrgb:
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        case WGPUTextureFormat_ASTC8x6UnormSrgb:
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        case WGPUTextureFormat_ASTC8x8UnormSrgb:
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        case WGPUTextureFormat_BC1RGBAUnormSrgb:
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        case WGPUTextureFormat_BC2RGBAUnormSrgb:
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        case WGPUTextureFormat_BC3RGBAUnormSrgb:
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        case WGPUTextureFormat_BC7RGBAUnormSrgb:
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        case WGPUTextureFormat_BGRA8UnormSrgb:
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        case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
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        case WGPUTextureFormat_ETC2RGB8UnormSrgb:
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        case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
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        case WGPUTextureFormat_RGBA8UnormSrgb:
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            gamma = 2.2f;
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            break;
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        default:
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            gamma = 1.0f;
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        }
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        wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
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    }
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    // Setup viewport
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    wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
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    // Bind shader and vertex buffers
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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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    // 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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// 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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    if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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        return;
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    // FIXME: Assuming that this only gets called once per frame!
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    // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
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    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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    bd->frameIndex = bd->frameIndex + 1;
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    FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
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    // Create and grow vertex/index buffers if needed
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    if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
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    {
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        if (fr->VertexBuffer)
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        {
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            wgpuBufferDestroy(fr->VertexBuffer);
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            wgpuBufferRelease(fr->VertexBuffer);
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        }
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        SafeRelease(fr->VertexBufferHost);
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        fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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        WGPUBufferDescriptor vb_desc =
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        {
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            nullptr,
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            "Dear ImGui Vertex buffer",
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            WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
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            MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
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            false
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        };
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        fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
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        if (!fr->VertexBuffer)
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            return;
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        fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
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    }
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    if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
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    {
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        if (fr->IndexBuffer)
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        {
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            wgpuBufferDestroy(fr->IndexBuffer);
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            wgpuBufferRelease(fr->IndexBuffer);
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        }
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        SafeRelease(fr->IndexBufferHost);
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        fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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        WGPUBufferDescriptor ib_desc =
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        {
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            nullptr,
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            "Dear ImGui Index buffer",
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            WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
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            MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
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            false
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        };
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        fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
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        if (!fr->IndexBuffer)
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            return;
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        fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
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    }
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 | 
						|
    // Upload vertex/index data into a single contiguous GPU buffer
 | 
						|
    ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
 | 
						|
    ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
 | 
						|
    for (int n = 0; n < draw_data->CmdListsCount; n++)
 | 
						|
    {
 | 
						|
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
 | 
						|
        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
 | 
						|
        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
 | 
						|
        vtx_dst += cmd_list->VtxBuffer.Size;
 | 
						|
        idx_dst += cmd_list->IdxBuffer.Size;
 | 
						|
    }
 | 
						|
    int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
 | 
						|
    int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
 | 
						|
    wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
 | 
						|
    wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer,  0, fr->IndexBufferHost,  ib_write_size);
 | 
						|
 | 
						|
    // Setup desired render state
 | 
						|
    ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
 | 
						|
 | 
						|
    // Render command lists
 | 
						|
    // (Because we merged all buffers into a single one, we maintain our own offset into them)
 | 
						|
    int global_vtx_offset = 0;
 | 
						|
    int global_idx_offset = 0;
 | 
						|
    ImVec2 clip_scale = draw_data->FramebufferScale;
 | 
						|
    ImVec2 clip_off = draw_data->DisplayPos;
 | 
						|
    for (int n = 0; n < draw_data->CmdListsCount; n++)
 | 
						|
    {
 | 
						|
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
 | 
						|
        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
 | 
						|
        {
 | 
						|
            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
 | 
						|
            if (pcmd->UserCallback != nullptr)
 | 
						|
            {
 | 
						|
                // User callback, registered via ImDrawList::AddCallback()
 | 
						|
                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
 | 
						|
                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
 | 
						|
                    ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
 | 
						|
                else
 | 
						|
                    pcmd->UserCallback(cmd_list, pcmd);
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                // Bind custom texture
 | 
						|
                ImTextureID tex_id = pcmd->GetTexID();
 | 
						|
                ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
 | 
						|
                auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
 | 
						|
                if (bind_group)
 | 
						|
                {
 | 
						|
                    wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
 | 
						|
                }
 | 
						|
                else
 | 
						|
                {
 | 
						|
                    WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
 | 
						|
                    bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
 | 
						|
                    wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
 | 
						|
                }
 | 
						|
 | 
						|
                // Project scissor/clipping rectangles into framebuffer space
 | 
						|
                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
 | 
						|
                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
 | 
						|
                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
 | 
						|
                    continue;
 | 
						|
 | 
						|
                // Apply scissor/clipping rectangle, Draw
 | 
						|
                wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y));
 | 
						|
                wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        global_idx_offset += cmd_list->IdxBuffer.Size;
 | 
						|
        global_vtx_offset += cmd_list->VtxBuffer.Size;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplWGPU_CreateFontsTexture()
 | 
						|
{
 | 
						|
    // Build texture atlas
 | 
						|
    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
 | 
						|
    ImGuiIO& io = ImGui::GetIO();
 | 
						|
    unsigned char* pixels;
 | 
						|
    int width, height, size_pp;
 | 
						|
    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
 | 
						|
 | 
						|
    // Upload texture to graphics system
 | 
						|
    {
 | 
						|
        WGPUTextureDescriptor tex_desc = {};
 | 
						|
        tex_desc.label = "Dear ImGui Font Texture";
 | 
						|
        tex_desc.dimension = WGPUTextureDimension_2D;
 | 
						|
        tex_desc.size.width = width;
 | 
						|
        tex_desc.size.height = height;
 | 
						|
        tex_desc.size.depthOrArrayLayers = 1;
 | 
						|
        tex_desc.sampleCount = 1;
 | 
						|
        tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
 | 
						|
        tex_desc.mipLevelCount = 1;
 | 
						|
        tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
 | 
						|
        bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
 | 
						|
 | 
						|
        WGPUTextureViewDescriptor tex_view_desc = {};
 | 
						|
        tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
 | 
						|
        tex_view_desc.dimension = WGPUTextureViewDimension_2D;
 | 
						|
        tex_view_desc.baseMipLevel = 0;
 | 
						|
        tex_view_desc.mipLevelCount = 1;
 | 
						|
        tex_view_desc.baseArrayLayer = 0;
 | 
						|
        tex_view_desc.arrayLayerCount = 1;
 | 
						|
        tex_view_desc.aspect = WGPUTextureAspect_All;
 | 
						|
        bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
 | 
						|
    }
 | 
						|
 | 
						|
    // Upload texture data
 | 
						|
    {
 | 
						|
        WGPUImageCopyTexture dst_view = {};
 | 
						|
        dst_view.texture = bd->renderResources.FontTexture;
 | 
						|
        dst_view.mipLevel = 0;
 | 
						|
        dst_view.origin = { 0, 0, 0 };
 | 
						|
        dst_view.aspect = WGPUTextureAspect_All;
 | 
						|
        WGPUTextureDataLayout layout = {};
 | 
						|
        layout.offset = 0;
 | 
						|
        layout.bytesPerRow = width * size_pp;
 | 
						|
        layout.rowsPerImage = height;
 | 
						|
        WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
 | 
						|
        wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
 | 
						|
    }
 | 
						|
 | 
						|
    // Create the associated sampler
 | 
						|
    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
 | 
						|
    {
 | 
						|
        WGPUSamplerDescriptor sampler_desc = {};
 | 
						|
        sampler_desc.minFilter = WGPUFilterMode_Linear;
 | 
						|
        sampler_desc.magFilter = WGPUFilterMode_Linear;
 | 
						|
        sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
 | 
						|
        sampler_desc.addressModeU = WGPUAddressMode_Repeat;
 | 
						|
        sampler_desc.addressModeV = WGPUAddressMode_Repeat;
 | 
						|
        sampler_desc.addressModeW = WGPUAddressMode_Repeat;
 | 
						|
        sampler_desc.maxAnisotropy = 1;
 | 
						|
        bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
 | 
						|
    }
 | 
						|
 | 
						|
    // Store our identifier
 | 
						|
    static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
 | 
						|
    io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplWGPU_CreateUniformBuffer()
 | 
						|
{
 | 
						|
    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
 | 
						|
    WGPUBufferDescriptor ub_desc =
 | 
						|
    {
 | 
						|
        nullptr,
 | 
						|
        "Dear ImGui Uniform buffer",
 | 
						|
        WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
 | 
						|
        MEMALIGN(sizeof(Uniforms), 16),
 | 
						|
        false
 | 
						|
    };
 | 
						|
    bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
 | 
						|
}
 | 
						|
 | 
						|
bool ImGui_ImplWGPU_CreateDeviceObjects()
 | 
						|
{
 | 
						|
    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
 | 
						|
    if (!bd->wgpuDevice)
 | 
						|
        return false;
 | 
						|
    if (bd->pipelineState)
 | 
						|
        ImGui_ImplWGPU_InvalidateDeviceObjects();
 | 
						|
 | 
						|
    // Create render pipeline
 | 
						|
    WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
 | 
						|
    graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
 | 
						|
    graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
 | 
						|
    graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
 | 
						|
    graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
 | 
						|
    graphics_pipeline_desc.multisample.count = 1;
 | 
						|
    graphics_pipeline_desc.multisample.mask = UINT_MAX;
 | 
						|
    graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
 | 
						|
 | 
						|
    // Bind group layouts
 | 
						|
    WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
 | 
						|
    common_bg_layout_entries[0].binding = 0;
 | 
						|
    common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
 | 
						|
    common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
 | 
						|
    common_bg_layout_entries[1].binding = 1;
 | 
						|
    common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
 | 
						|
    common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
 | 
						|
 | 
						|
    WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
 | 
						|
    image_bg_layout_entries[0].binding = 0;
 | 
						|
    image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
 | 
						|
    image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
 | 
						|
    image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
 | 
						|
 | 
						|
    WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
 | 
						|
    common_bg_layout_desc.entryCount = 2;
 | 
						|
    common_bg_layout_desc.entries = common_bg_layout_entries;
 | 
						|
 | 
						|
    WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
 | 
						|
    image_bg_layout_desc.entryCount = 1;
 | 
						|
    image_bg_layout_desc.entries = image_bg_layout_entries;
 | 
						|
 | 
						|
    WGPUBindGroupLayout bg_layouts[2];
 | 
						|
    bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
 | 
						|
    bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
 | 
						|
 | 
						|
    WGPUPipelineLayoutDescriptor layout_desc = {};
 | 
						|
    layout_desc.bindGroupLayoutCount = 2;
 | 
						|
    layout_desc.bindGroupLayouts = bg_layouts;
 | 
						|
    graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
 | 
						|
 | 
						|
    // Create the vertex shader
 | 
						|
    WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
 | 
						|
    graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
 | 
						|
    graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
 | 
						|
 | 
						|
    // Vertex input configuration
 | 
						|
    WGPUVertexAttribute attribute_desc[] =
 | 
						|
    {
 | 
						|
        { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
 | 
						|
        { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv),  1 },
 | 
						|
        { WGPUVertexFormat_Unorm8x4,  (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
 | 
						|
    };
 | 
						|
 | 
						|
    WGPUVertexBufferLayout buffer_layouts[1];
 | 
						|
    buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
 | 
						|
    buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
 | 
						|
    buffer_layouts[0].attributeCount = 3;
 | 
						|
    buffer_layouts[0].attributes = attribute_desc;
 | 
						|
 | 
						|
    graphics_pipeline_desc.vertex.bufferCount = 1;
 | 
						|
    graphics_pipeline_desc.vertex.buffers = buffer_layouts;
 | 
						|
 | 
						|
    // Create the pixel shader
 | 
						|
    WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
 | 
						|
 | 
						|
    // Create the blending setup
 | 
						|
    WGPUBlendState blend_state = {};
 | 
						|
    blend_state.alpha.operation = WGPUBlendOperation_Add;
 | 
						|
    blend_state.alpha.srcFactor = WGPUBlendFactor_One;
 | 
						|
    blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
 | 
						|
    blend_state.color.operation = WGPUBlendOperation_Add;
 | 
						|
    blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
 | 
						|
    blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
 | 
						|
 | 
						|
    WGPUColorTargetState color_state = {};
 | 
						|
    color_state.format = bd->renderTargetFormat;
 | 
						|
    color_state.blend = &blend_state;
 | 
						|
    color_state.writeMask = WGPUColorWriteMask_All;
 | 
						|
 | 
						|
    WGPUFragmentState fragment_state = {};
 | 
						|
    fragment_state.module = pixel_shader_desc.module;
 | 
						|
    fragment_state.entryPoint = pixel_shader_desc.entryPoint;
 | 
						|
    fragment_state.targetCount = 1;
 | 
						|
    fragment_state.targets = &color_state;
 | 
						|
 | 
						|
    graphics_pipeline_desc.fragment = &fragment_state;
 | 
						|
 | 
						|
    // Create depth-stencil State
 | 
						|
    WGPUDepthStencilState depth_stencil_state = {};
 | 
						|
    depth_stencil_state.format = bd->depthStencilFormat;
 | 
						|
    depth_stencil_state.depthWriteEnabled = false;
 | 
						|
    depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
 | 
						|
    depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
 | 
						|
    depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
 | 
						|
 | 
						|
    // Configure disabled depth-stencil state
 | 
						|
    graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr :  &depth_stencil_state;
 | 
						|
 | 
						|
    bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
 | 
						|
 | 
						|
    ImGui_ImplWGPU_CreateFontsTexture();
 | 
						|
    ImGui_ImplWGPU_CreateUniformBuffer();
 | 
						|
 | 
						|
    // Create resource bind group
 | 
						|
    WGPUBindGroupEntry common_bg_entries[] =
 | 
						|
    {
 | 
						|
        { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
 | 
						|
        { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
 | 
						|
    };
 | 
						|
 | 
						|
    WGPUBindGroupDescriptor common_bg_descriptor = {};
 | 
						|
    common_bg_descriptor.layout = bg_layouts[0];
 | 
						|
    common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
 | 
						|
    common_bg_descriptor.entries = common_bg_entries;
 | 
						|
    bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
 | 
						|
 | 
						|
    WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
 | 
						|
    bd->renderResources.ImageBindGroup = image_bind_group;
 | 
						|
    bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
 | 
						|
    bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
 | 
						|
 | 
						|
    SafeRelease(vertex_shader_desc.module);
 | 
						|
    SafeRelease(pixel_shader_desc.module);
 | 
						|
    SafeRelease(bg_layouts[0]);
 | 
						|
 | 
						|
    return true;
 | 
						|
}
 | 
						|
 | 
						|
void ImGui_ImplWGPU_InvalidateDeviceObjects()
 | 
						|
{
 | 
						|
    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
 | 
						|
    if (!bd->wgpuDevice)
 | 
						|
        return;
 | 
						|
 | 
						|
    SafeRelease(bd->pipelineState);
 | 
						|
    SafeRelease(bd->renderResources);
 | 
						|
 | 
						|
    ImGuiIO& io = ImGui::GetIO();
 | 
						|
    io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
 | 
						|
 | 
						|
    for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
 | 
						|
        SafeRelease(bd->pFrameResources[i]);
 | 
						|
}
 | 
						|
 | 
						|
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
 | 
						|
{
 | 
						|
    ImGuiIO& io = ImGui::GetIO();
 | 
						|
    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
 | 
						|
 | 
						|
    // Setup backend capabilities flags
 | 
						|
    ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
 | 
						|
    io.BackendRendererUserData = (void*)bd;
 | 
						|
    io.BackendRendererName = "imgui_impl_webgpu";
 | 
						|
    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 | 
						|
 | 
						|
    bd->wgpuDevice = device;
 | 
						|
    bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
 | 
						|
    bd->renderTargetFormat = rt_format;
 | 
						|
    bd->depthStencilFormat = depth_format;
 | 
						|
    bd->numFramesInFlight = num_frames_in_flight;
 | 
						|
    bd->frameIndex = UINT_MAX;
 | 
						|
 | 
						|
    bd->renderResources.FontTexture = nullptr;
 | 
						|
    bd->renderResources.FontTextureView = nullptr;
 | 
						|
    bd->renderResources.Sampler = nullptr;
 | 
						|
    bd->renderResources.Uniforms = nullptr;
 | 
						|
    bd->renderResources.CommonBindGroup = nullptr;
 | 
						|
    bd->renderResources.ImageBindGroups.Data.reserve(100);
 | 
						|
    bd->renderResources.ImageBindGroup = nullptr;
 | 
						|
    bd->renderResources.ImageBindGroupLayout = nullptr;
 | 
						|
 | 
						|
    // Create buffers with a default size (they will later be grown as needed)
 | 
						|
    bd->pFrameResources = new FrameResources[num_frames_in_flight];
 | 
						|
    for (int i = 0; i < num_frames_in_flight; i++)
 | 
						|
    {
 | 
						|
        FrameResources* fr = &bd->pFrameResources[i];
 | 
						|
        fr->IndexBuffer = nullptr;
 | 
						|
        fr->VertexBuffer = nullptr;
 | 
						|
        fr->IndexBufferHost = nullptr;
 | 
						|
        fr->VertexBufferHost = nullptr;
 | 
						|
        fr->IndexBufferSize = 10000;
 | 
						|
        fr->VertexBufferSize = 5000;
 | 
						|
    }
 | 
						|
 | 
						|
    return true;
 | 
						|
}
 | 
						|
 | 
						|
void ImGui_ImplWGPU_Shutdown()
 | 
						|
{
 | 
						|
    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
 | 
						|
    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
 | 
						|
    ImGuiIO& io = ImGui::GetIO();
 | 
						|
 | 
						|
    ImGui_ImplWGPU_InvalidateDeviceObjects();
 | 
						|
    delete[] bd->pFrameResources;
 | 
						|
    bd->pFrameResources = nullptr;
 | 
						|
    wgpuQueueRelease(bd->defaultQueue);
 | 
						|
    bd->wgpuDevice = nullptr;
 | 
						|
    bd->numFramesInFlight = 0;
 | 
						|
    bd->frameIndex = UINT_MAX;
 | 
						|
 | 
						|
    io.BackendRendererName = nullptr;
 | 
						|
    io.BackendRendererUserData = nullptr;
 | 
						|
    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
 | 
						|
    IM_DELETE(bd);
 | 
						|
}
 | 
						|
 | 
						|
void ImGui_ImplWGPU_NewFrame()
 | 
						|
{
 | 
						|
    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
 | 
						|
    if (!bd->pipelineState)
 | 
						|
        ImGui_ImplWGPU_CreateDeviceObjects();
 | 
						|
}
 | 
						|
 | 
						|
//-----------------------------------------------------------------------------
 | 
						|
 | 
						|
#endif // #ifndef IMGUI_DISABLE
 |