imgui v1.90.1 Merge commit '5af8cfa8799b54f7549f6d730d498ecb42964032'
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@@ -8,11 +8,15 @@
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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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// 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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// 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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@@ -28,6 +32,7 @@
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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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@@ -230,7 +235,7 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
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WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
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wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
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wgsl_desc.source = wgsl_source;
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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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@@ -324,7 +329,9 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
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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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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
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return;
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// FIXME: Assuming that this only gets called once per frame!
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@@ -443,6 +450,12 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
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if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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@@ -511,7 +524,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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WGPUSamplerDescriptor sampler_desc = {};
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sampler_desc.minFilter = WGPUFilterMode_Linear;
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sampler_desc.magFilter = WGPUFilterMode_Linear;
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sampler_desc.mipmapFilter = WGPUFilterMode_Linear;
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sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
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sampler_desc.addressModeU = WGPUAddressMode_Repeat;
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sampler_desc.addressModeV = WGPUAddressMode_Repeat;
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sampler_desc.addressModeW = WGPUAddressMode_Repeat;
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@@ -596,9 +609,9 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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// Vertex input configuration
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WGPUVertexAttribute attribute_desc[] =
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{
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{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
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{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
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{ WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
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{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
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{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
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{ WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
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};
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WGPUVertexBufferLayout buffer_layouts[1];
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@@ -761,3 +774,7 @@ void ImGui_ImplWGPU_NewFrame()
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if (!bd->pipelineState)
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ImGui_ImplWGPU_CreateDeviceObjects();
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}
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//-----------------------------------------------------------------------------
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#endif // #ifndef IMGUI_DISABLE
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