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-rw-r--r--imgui-1.92.1/examples/example_glfw_wgpu/CMakeLists.txt117
-rw-r--r--imgui-1.92.1/examples/example_glfw_wgpu/Makefile.emscripten92
-rw-r--r--imgui-1.92.1/examples/example_glfw_wgpu/README.md24
-rw-r--r--imgui-1.92.1/examples/example_glfw_wgpu/main.cpp350
4 files changed, 0 insertions, 583 deletions
diff --git a/imgui-1.92.1/examples/example_glfw_wgpu/CMakeLists.txt b/imgui-1.92.1/examples/example_glfw_wgpu/CMakeLists.txt
deleted file mode 100644
index 8e164e4..0000000
--- a/imgui-1.92.1/examples/example_glfw_wgpu/CMakeLists.txt
+++ /dev/null
@@ -1,117 +0,0 @@
-# Building for desktop (WebGPU-native) with Dawn:
-# 1. git clone https://github.com/google/dawn dawn
-# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
-# 3. cmake --build build
-# The resulting binary will be found at one of the following locations:
-# * build/Debug/example_glfw_wgpu[.exe]
-# * build/example_glfw_wgpu[.exe]
-
-# Building for Emscripten:
-# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
-# 2. Install Ninja build system
-# 3. emcmake cmake -G Ninja -B build
-# 3. cmake --build build
-# 4. emrun build/index.html
-
-cmake_minimum_required(VERSION 3.10.2)
-project(imgui_example_glfw_wgpu C CXX)
-
-if(NOT CMAKE_BUILD_TYPE)
- set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
-endif()
-
-set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
-
-# Dear ImGui
-set(IMGUI_DIR ../../)
-
-# Libraries
-if(EMSCRIPTEN)
- if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57")
- set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
- else()
- # cannot use contrib.glfw3 prior to 3.1.57
- set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE)
- endif()
- set(LIBRARIES glfw)
- add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
-else()
- # Dawn wgpu desktop
- set(DAWN_FETCH_DEPENDENCIES ON)
- set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
- if (NOT IMGUI_DAWN_DIR)
- message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR")
- endif()
-
- option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
-
- # Dawn builds many things by default - disable things we don't need
- option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
- option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
- option(TINT_BUILD_DOCS "Build documentation" OFF)
- option(TINT_BUILD_TESTS "Build tests" OFF)
- if (NOT APPLE)
- option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
- endif()
- if(WIN32)
- option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
- option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
- option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
- option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
- option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" OFF)
- option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
- endif()
-
- add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
-
- set(LIBRARIES webgpu_dawn webgpu_cpp webgpu_glfw glfw)
-endif()
-
-add_executable(example_glfw_wgpu
- main.cpp
- # backend files
- ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
- ${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp
- # Dear ImGui files
- ${IMGUI_DIR}/imgui.cpp
- ${IMGUI_DIR}/imgui_draw.cpp
- ${IMGUI_DIR}/imgui_demo.cpp
- ${IMGUI_DIR}/imgui_tables.cpp
- ${IMGUI_DIR}/imgui_widgets.cpp
-)
-IF(NOT EMSCRIPTEN)
- target_compile_definitions(example_glfw_wgpu PUBLIC
- "IMGUI_IMPL_WEBGPU_BACKEND_DAWN"
- )
-endif()
-target_include_directories(example_glfw_wgpu PUBLIC
- ${IMGUI_DIR}
- ${IMGUI_DIR}/backends
-)
-
-target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES})
-
-# Emscripten settings
-if(EMSCRIPTEN)
- if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
- target_compile_options(example_glfw_wgpu PUBLIC
- "${IMGUI_EMSCRIPTEN_GLFW3}"
- )
- endif()
- message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
- target_link_options(example_glfw_wgpu PRIVATE
- "-sUSE_WEBGPU=1"
- "${IMGUI_EMSCRIPTEN_GLFW3}"
- "-sWASM=1"
- "-sALLOW_MEMORY_GROWTH=1"
- "-sNO_EXIT_RUNTIME=0"
- "-sASSERTIONS=1"
- "-sDISABLE_EXCEPTION_CATCHING=1"
- "-sNO_FILESYSTEM=1"
- )
- set_target_properties(example_glfw_wgpu PROPERTIES OUTPUT_NAME "index")
- # copy our custom index.html to build directory
- add_custom_command(TARGET example_glfw_wgpu POST_BUILD
- COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_CURRENT_LIST_DIR}/web/index.html" $<TARGET_FILE_DIR:example_glfw_wgpu>
- )
-endif()
diff --git a/imgui-1.92.1/examples/example_glfw_wgpu/Makefile.emscripten b/imgui-1.92.1/examples/example_glfw_wgpu/Makefile.emscripten
deleted file mode 100644
index 8ee398b..0000000
--- a/imgui-1.92.1/examples/example_glfw_wgpu/Makefile.emscripten
+++ /dev/null
@@ -1,92 +0,0 @@
-#
-# Makefile to use with emscripten
-# See https://emscripten.org/docs/getting_started/downloads.html
-# for installation instructions.
-#
-# This Makefile assumes you have loaded emscripten's environment.
-# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
-#
-# Running `make` will produce three files:
-# - web/index.html (current stored in the repository)
-# - web/index.js
-# - web/index.wasm
-#
-# All three are needed to run the demo.
-
-CC = emcc
-CXX = em++
-WEB_DIR = web
-EXE = $(WEB_DIR)/index.js
-IMGUI_DIR = ../..
-SOURCES = main.cpp
-SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
-SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
-OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
-UNAME_S := $(shell uname -s)
-CPPFLAGS =
-LDFLAGS =
-EMS =
-
-##---------------------------------------------------------------------
-## EMSCRIPTEN OPTIONS
-##---------------------------------------------------------------------
-
-# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
-# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of (-s USE_GLFW=3) to get a better support for High DPI displays.
-EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
-LDFLAGS += -s USE_WEBGPU=1
-LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
-
-# Build as single file (binary text encoded in .html file)
-#LDFLAGS += -sSINGLE_FILE
-
-# Emscripten allows preloading a file or folder to be accessible at runtime.
-# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
-# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
-# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
-USE_FILE_SYSTEM ?= 0
-ifeq ($(USE_FILE_SYSTEM), 0)
-LDFLAGS += -s NO_FILESYSTEM=1
-CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
-endif
-ifeq ($(USE_FILE_SYSTEM), 1)
-LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
-endif
-
-##---------------------------------------------------------------------
-## FINAL BUILD FLAGS
-##---------------------------------------------------------------------
-
-CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
-#CPPFLAGS += -g
-CPPFLAGS += -Wall -Wformat -Os $(EMS)
-#LDFLAGS += --shell-file shell_minimal.html
-LDFLAGS += $(EMS)
-
-##---------------------------------------------------------------------
-## BUILD RULES
-##---------------------------------------------------------------------
-
-%.o:%.cpp
- $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
-
-%.o:$(IMGUI_DIR)/%.cpp
- $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
-
-%.o:$(IMGUI_DIR)/backends/%.cpp
- $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
-
-all: $(EXE)
- @echo Build complete for $(EXE)
-
-$(WEB_DIR):
- mkdir $@
-
-serve: all
- python3 -m http.server -d $(WEB_DIR)
-
-$(EXE): $(OBJS) $(WEB_DIR)
- $(CXX) -o $@ $(OBJS) $(LDFLAGS)
-
-clean:
- rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre
diff --git a/imgui-1.92.1/examples/example_glfw_wgpu/README.md b/imgui-1.92.1/examples/example_glfw_wgpu/README.md
deleted file mode 100644
index 399d431..0000000
--- a/imgui-1.92.1/examples/example_glfw_wgpu/README.md
+++ /dev/null
@@ -1,24 +0,0 @@
-## How to Build
-
-- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
-
-- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
-
-- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
-
-- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
-
-- Requires recent Emscripten as WGPU is still a work-in-progress API.
-
-## How to Run
-
-To run on a local machine:
-- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
-- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
-- Otherwise, generally you will need a local webserver:
- - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
-_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- - Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
- - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
- - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
diff --git a/imgui-1.92.1/examples/example_glfw_wgpu/main.cpp b/imgui-1.92.1/examples/example_glfw_wgpu/main.cpp
deleted file mode 100644
index c150b59..0000000
--- a/imgui-1.92.1/examples/example_glfw_wgpu/main.cpp
+++ /dev/null
@@ -1,350 +0,0 @@
-// Dear ImGui: standalone example application for using GLFW + WebGPU
-// - Emscripten is supported for publishing on web. See https://emscripten.org.
-// - Dawn is used as a WebGPU implementation on desktop.
-
-// Learn about Dear ImGui:
-// - FAQ https://dearimgui.com/faq
-// - Getting Started https://dearimgui.com/getting-started
-// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
-// - Introduction, links and more at the top of imgui.cpp
-
-#include "imgui.h"
-#include "imgui_impl_glfw.h"
-#include "imgui_impl_wgpu.h"
-#include <stdio.h>
-
-#ifdef __EMSCRIPTEN__
-#include <emscripten.h>
-#include <emscripten/html5.h>
-#include <emscripten/html5_webgpu.h>
-#else
-#include <webgpu/webgpu_glfw.h>
-#endif
-
-#include <GLFW/glfw3.h>
-#include <webgpu/webgpu.h>
-#include <webgpu/webgpu_cpp.h>
-
-// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
-#ifdef __EMSCRIPTEN__
-#include "../libs/emscripten/emscripten_mainloop_stub.h"
-#endif
-
-// Global WebGPU required states
-static WGPUInstance wgpu_instance = nullptr;
-static WGPUDevice wgpu_device = nullptr;
-static WGPUSurface wgpu_surface = nullptr;
-static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
-static WGPUSwapChain wgpu_swap_chain = nullptr;
-static int wgpu_swap_chain_width = 1280;
-static int wgpu_swap_chain_height = 720;
-
-// Forward declarations
-static bool InitWGPU(GLFWwindow* window);
-static void CreateSwapChain(int width, int height);
-
-static void glfw_error_callback(int error, const char* description)
-{
- printf("GLFW Error %d: %s\n", error, description);
-}
-
-static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*)
-{
- const char* error_type_lbl = "";
- switch (error_type)
- {
- case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
- case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
- case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
- case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
- default: error_type_lbl = "Unknown";
- }
- printf("%s error: %s\n", error_type_lbl, message);
-}
-
-// Main code
-int main(int, char**)
-{
- glfwSetErrorCallback(glfw_error_callback);
- if (!glfwInit())
- return 1;
-
- // Make sure GLFW does not initialize any graphics context.
- // This needs to be done explicitly later.
- glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
- GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
- if (window == nullptr)
- return 1;
-
- // Initialize the WebGPU environment
- if (!InitWGPU(window))
- {
- if (window)
- glfwDestroyWindow(window);
- glfwTerminate();
- return 1;
- }
- CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height);
- glfwShowWindow(window);
-
- // Setup Dear ImGui context
- IMGUI_CHECKVERSION();
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO(); (void)io;
- io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
-
- // Setup Dear ImGui style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsLight();
-
- // Setup Platform/Renderer backends
- ImGui_ImplGlfw_InitForOther(window, true);
-#ifdef __EMSCRIPTEN__
- ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
-#endif
- ImGui_ImplWGPU_InitInfo init_info;
- init_info.Device = wgpu_device;
- init_info.NumFramesInFlight = 3;
- init_info.RenderTargetFormat = wgpu_preferred_fmt;
- init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
- ImGui_ImplWGPU_Init(&init_info);
-
- // Load Fonts
- // - 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.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
- // - 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).
- // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
- // - Read 'docs/FONTS.md' for more instructions and details.
- // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
- // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
- //io.Fonts->AddFontDefault();
- //style.FontSizeBase = 20.0f;
-#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
- //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
- //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
- //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
- //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
- //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf");
- //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
- //IM_ASSERT(font != nullptr);
-#endif
-
- // Our state
- bool show_demo_window = true;
- bool show_another_window = false;
- ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
-
- // Main loop
-#ifdef __EMSCRIPTEN__
- // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
- // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
- io.IniFilename = nullptr;
- EMSCRIPTEN_MAINLOOP_BEGIN
-#else
- while (!glfwWindowShouldClose(window))
-#endif
- {
- // Poll and handle events (inputs, window resize, etc.)
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- glfwPollEvents();
- if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
- {
- ImGui_ImplGlfw_Sleep(10);
- continue;
- }
-
- // React to changes in screen size
- int width, height;
- glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
- if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height)
- {
- ImGui_ImplWGPU_InvalidateDeviceObjects();
- CreateSwapChain(width, height);
- ImGui_ImplWGPU_CreateDeviceObjects();
- }
-
- // Start the Dear ImGui frame
- ImGui_ImplWGPU_NewFrame();
- ImGui_ImplGlfw_NewFrame();
- ImGui::NewFrame();
-
- // 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!).
- if (show_demo_window)
- ImGui::ShowDemoWindow(&show_demo_window);
-
- // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
- {
- static float f = 0.0f;
- static int counter = 0;
-
- ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
-
- ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
- ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
- ImGui::Checkbox("Another Window", &show_another_window);
-
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::End();
- }
-
- // 3. Show another simple window.
- if (show_another_window)
- {
- 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)
- ImGui::Text("Hello from another window!");
- if (ImGui::Button("Close Me"))
- show_another_window = false;
- ImGui::End();
- }
-
- // Rendering
- ImGui::Render();
-
-#ifndef __EMSCRIPTEN__
- // Tick needs to be called in Dawn to display validation errors
- wgpuDeviceTick(wgpu_device);
-#endif
-
- WGPURenderPassColorAttachment color_attachments = {};
- color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
- color_attachments.loadOp = WGPULoadOp_Clear;
- color_attachments.storeOp = WGPUStoreOp_Store;
- color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
- color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
-
- WGPURenderPassDescriptor render_pass_desc = {};
- render_pass_desc.colorAttachmentCount = 1;
- render_pass_desc.colorAttachments = &color_attachments;
- render_pass_desc.depthStencilAttachment = nullptr;
-
- WGPUCommandEncoderDescriptor enc_desc = {};
- WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
-
- WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
- ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
- wgpuRenderPassEncoderEnd(pass);
-
- WGPUCommandBufferDescriptor cmd_buffer_desc = {};
- WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
- WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
- wgpuQueueSubmit(queue, 1, &cmd_buffer);
-
-#ifndef __EMSCRIPTEN__
- wgpuSwapChainPresent(wgpu_swap_chain);
-#endif
-
- wgpuTextureViewRelease(color_attachments.view);
- wgpuRenderPassEncoderRelease(pass);
- wgpuCommandEncoderRelease(encoder);
- wgpuCommandBufferRelease(cmd_buffer);
- }
-#ifdef __EMSCRIPTEN__
- EMSCRIPTEN_MAINLOOP_END;
-#endif
-
- // Cleanup
- ImGui_ImplWGPU_Shutdown();
- ImGui_ImplGlfw_Shutdown();
- ImGui::DestroyContext();
-
- glfwDestroyWindow(window);
- glfwTerminate();
-
- return 0;
-}
-
-#ifndef __EMSCRIPTEN__
-static WGPUAdapter RequestAdapter(WGPUInstance instance)
-{
- auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData)
- {
- if (status == WGPURequestAdapterStatus_Success)
- *(WGPUAdapter*)(pUserData) = adapter;
- else
- printf("Could not get WebGPU adapter: %s\n", message);
-};
- WGPUAdapter adapter;
- wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter);
- return adapter;
-}
-
-static WGPUDevice RequestDevice(WGPUAdapter& adapter)
-{
- auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData)
- {
- if (status == WGPURequestDeviceStatus_Success)
- *(WGPUDevice*)(pUserData) = device;
- else
- printf("Could not get WebGPU device: %s\n", message);
- };
- WGPUDevice device;
- wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device);
- return device;
-}
-#endif
-
-static bool InitWGPU(GLFWwindow* window)
-{
- wgpu::Instance instance = wgpuCreateInstance(nullptr);
-
-#ifdef __EMSCRIPTEN__
- wgpu_device = emscripten_webgpu_get_device();
- if (!wgpu_device)
- return false;
-#else
- WGPUAdapter adapter = RequestAdapter(instance.Get());
- if (!adapter)
- return false;
- wgpu_device = RequestDevice(adapter);
-#endif
-
-#ifdef __EMSCRIPTEN__
- wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
- html_surface_desc.selector = "#canvas";
- wgpu::SurfaceDescriptor surface_desc = {};
- surface_desc.nextInChain = &html_surface_desc;
- wgpu::Surface surface = instance.CreateSurface(&surface_desc);
-
- wgpu::Adapter adapter = {};
- wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
-#else
- wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window);
- if (!surface)
- return false;
- wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm;
-#endif
-
- wgpu_instance = instance.MoveToCHandle();
- wgpu_surface = surface.MoveToCHandle();
-
- wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
-
- return true;
-}
-
-static void CreateSwapChain(int width, int height)
-{
- if (wgpu_swap_chain)
- wgpuSwapChainRelease(wgpu_swap_chain);
- wgpu_swap_chain_width = width;
- wgpu_swap_chain_height = height;
- WGPUSwapChainDescriptor swap_chain_desc = {};
- swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
- swap_chain_desc.format = wgpu_preferred_fmt;
- swap_chain_desc.width = width;
- swap_chain_desc.height = height;
- swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
- wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
-}