diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index d5ac95d50..09bd30ca8 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -6,8 +6,7 @@ // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. -// Missing features or Issues: -// [ ] Renderer: Missing texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -19,6 +18,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465) // 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes. // 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083) // 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. @@ -73,11 +73,15 @@ extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed); #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro). // WebGPU data +struct ImGui_ImplWGPU_Texture +{ + WGPUTexture Texture = nullptr; + WGPUTextureView TextureView = nullptr; +}; + struct RenderResources { - WGPUTexture FontTexture = nullptr; // Font texture - WGPUTextureView FontTextureView = nullptr; // Texture view for font texture - WGPUSampler Sampler = nullptr; // Sampler for the font texture + WGPUSampler Sampler = nullptr; // Sampler for textures WGPUBuffer Uniforms = nullptr; // Shader uniforms WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) @@ -234,23 +238,8 @@ static void SafeRelease(WGPUShaderModule& res) wgpuShaderModuleRelease(res); res = nullptr; } -static void SafeRelease(WGPUTextureView& res) -{ - if (res) - wgpuTextureViewRelease(res); - res = nullptr; -} -static void SafeRelease(WGPUTexture& res) -{ - if (res) - wgpuTextureRelease(res); - res = nullptr; -} - static void SafeRelease(RenderResources& res) { - SafeRelease(res.FontTexture); - SafeRelease(res.FontTextureView); SafeRelease(res.Sampler); SafeRelease(res.Uniforms); SafeRelease(res.CommonBindGroup); @@ -381,6 +370,13 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplWGPU_UpdateTexture(tex); + // FIXME: Assuming that this only gets called once per frame! // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); @@ -536,33 +532,52 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder platform_io.Renderer_RenderState = nullptr; } -static void ImGui_ImplWGPU_CreateFontsTexture() +static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex) { - // 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); + ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData; + if (backend_tex == nullptr) + return; - // Upload texture to graphics system + IM_ASSERT(backend_tex->TextureView == (WGPUTextureView)(intptr_t)tex->TexID); + wgpuTextureViewRelease(backend_tex->TextureView); + wgpuTextureRelease(backend_tex->Texture); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + tex->BackendUserData = nullptr; +} + +void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (tex->Status == ImTextureStatus_WantCreate) { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + ImGui_ImplWGPU_Texture* backend_tex = IM_NEW(ImGui_ImplWGPU_Texture)(); + + // Create texture WGPUTextureDescriptor tex_desc = {}; #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) - tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN }; + tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN }; #else - tex_desc.label = "Dear ImGui Font Texture"; + tex_desc.label = "Dear ImGui Texture"; #endif tex_desc.dimension = WGPUTextureDimension_2D; - tex_desc.size.width = width; - tex_desc.size.height = height; + tex_desc.size.width = tex->Width; + tex_desc.size.height = tex->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); + backend_tex->Texture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc); + // Create texture view WGPUTextureViewDescriptor tex_view_desc = {}; tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_view_desc.dimension = WGPUTextureViewDimension_2D; @@ -571,19 +586,35 @@ static void ImGui_ImplWGPU_CreateFontsTexture() 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); + backend_tex->TextureView = wgpuTextureCreateView(backend_tex->Texture, &tex_view_desc); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)backend_tex->TextureView); + tex->BackendUserData = backend_tex; + // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below. } - // Upload texture data + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) { + ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData; + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) WGPUTexelCopyTextureInfo dst_view = {}; #else WGPUImageCopyTexture dst_view = {}; #endif - dst_view.texture = bd->renderResources.FontTexture; + dst_view.texture = backend_tex->Texture; dst_view.mipLevel = 0; - dst_view.origin = { 0, 0, 0 }; + dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 }; dst_view.aspect = WGPUTextureAspect_All; #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) WGPUTexelCopyBufferLayout layout = {}; @@ -591,15 +622,14 @@ static void ImGui_ImplWGPU_CreateFontsTexture() WGPUTextureDataLayout layout = {}; #endif 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); + layout.bytesPerRow = tex->Width * tex->BytesPerPixel; + layout.rowsPerImage = upload_h; + WGPUExtent3D write_size = { (uint32_t)upload_w, (uint32_t)upload_h, 1 }; + wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, tex->GetPixelsAt(upload_x, upload_y), (uint32_t)(tex->Width * upload_h * tex->BytesPerPixel), &layout, &write_size); + tex->SetStatus(ImTextureStatus_OK); } - - // 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); + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplWGPU_DestroyTexture(tex); } static void ImGui_ImplWGPU_CreateUniformBuffer() @@ -743,7 +773,6 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc); - ImGui_ImplWGPU_CreateFontsTexture(); ImGui_ImplWGPU_CreateUniformBuffer(); // Create sampler @@ -788,8 +817,10 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects() 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. + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplWGPU_DestroyTexture(tex); for (unsigned int i = 0; i < bd->numFramesInFlight; i++) SafeRelease(bd->pFrameResources[i]); @@ -814,6 +845,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) io.BackendRendererName = "imgui_impl_webgpu"; #endif io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. bd->initInfo = *init_info; bd->wgpuDevice = init_info->Device; @@ -823,8 +855,6 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) bd->numFramesInFlight = init_info->NumFramesInFlight; bd->frameIndex = UINT_MAX; - bd->renderResources.FontTexture = nullptr; - bd->renderResources.FontTextureView = nullptr; bd->renderResources.Sampler = nullptr; bd->renderResources.Uniforms = nullptr; bd->renderResources.CommonBindGroup = nullptr; @@ -863,7 +893,7 @@ void ImGui_ImplWGPU_Shutdown() io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); IM_DELETE(bd); } diff --git a/backends/imgui_impl_wgpu.h b/backends/imgui_impl_wgpu.h index 1da208f00..61d2d23c0 100644 --- a/backends/imgui_impl_wgpu.h +++ b/backends/imgui_impl_wgpu.h @@ -13,8 +13,7 @@ // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. -// Missing features or Issues: -// [ ] Renderer: Missing texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -57,6 +56,9 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); +// (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. +IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex); + // [BETA] Selected render state data shared with callbacks. // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 20377e2aa..9a24bd72f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -363,7 +363,7 @@ Other changes: - Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74] - Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f). - Backends: - - Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, Allegro5: + - Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, WebGPU, Allegro5: - Added ImGuiBackendFlags_RendererHasTextures support. (#8465, #3761, #3471) [@ocornut, @ShironekoBen, @thedmd] - Added ImGui_ImplXXXX_UpdateTexture(ImTextureData* tex) functions for all backend.