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Backends: WebGPU: Support draw_data->FramebufferScale (#4163)

This commit is contained in:
Vladimir Davidovich 2021-05-22 13:37:33 +03:00 committed by ocornut
parent 88a24fb896
commit 142c866bd9

View File

@ -12,6 +12,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-05-24: Add support for draw_data->FramebufferScale.
// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
// 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
@ -307,7 +308,7 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
} }
// Setup viewport // Setup viewport
wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->DisplaySize.x, draw_data->DisplaySize.y, 0, 1); wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
// Bind shader and vertex buffers // Bind shader and vertex buffers
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, 0); wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, 0);
@ -406,6 +407,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// (Because we merged all buffers into a single one, we maintain our own offset into them) // (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0; int global_vtx_offset = 0;
int global_idx_offset = 0; int global_idx_offset = 0;
ImVec2 clip_scale = draw_data->FramebufferScale;
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
@ -441,10 +443,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// Apply Scissor, Bind texture, Draw // Apply Scissor, Bind texture, Draw
uint32_t clip_rect[4]; uint32_t clip_rect[4];
clip_rect[0] = static_cast<uint32_t>(pcmd->ClipRect.x - clip_off.x); clip_rect[0] = (uint32_t)(clip_scale.x * (pcmd->ClipRect.x - clip_off.x));
clip_rect[1] = static_cast<uint32_t>(pcmd->ClipRect.y - clip_off.y); clip_rect[1] = (uint32_t)(clip_scale.y * (pcmd->ClipRect.y - clip_off.y));
clip_rect[2] = static_cast<uint32_t>(pcmd->ClipRect.z - clip_off.x); clip_rect[2] = (uint32_t)(clip_scale.x * (pcmd->ClipRect.z - clip_off.x));
clip_rect[3] = static_cast<uint32_t>(pcmd->ClipRect.w - clip_off.y); clip_rect[3] = (uint32_t)(clip_scale.y * (pcmd->ClipRect.w - clip_off.y));
wgpuRenderPassEncoderSetScissorRect(pass_encoder, clip_rect[0], clip_rect[1], clip_rect[2] - clip_rect[0], clip_rect[3] - clip_rect[1]); wgpuRenderPassEncoderSetScissorRect(pass_encoder, clip_rect[0], clip_rect[1], clip_rect[2] - clip_rect[0], clip_rect[3] - clip_rect[1]);
wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
} }
@ -498,7 +500,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
layout.offset = 0; layout.offset = 0;
layout.bytesPerRow = width * size_pp; layout.bytesPerRow = width * size_pp;
layout.rowsPerImage = height; layout.rowsPerImage = height;
WGPUExtent3D size = { static_cast<uint32_t>(width), static_cast<uint32_t>(height), 1 }; WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
} }