From 7b15fa7d8be05055e2a1fd6de304ebfbc04baf21 Mon Sep 17 00:00:00 2001 From: Elie Michel Date: Fri, 24 Feb 2023 00:14:31 +0100 Subject: [PATCH] Backends: WebGPU: Use WGSL shaders instead of precompiled SPIR-V. (#6188) --- backends/imgui_impl_wgpu.cpp | 155 ++++++++++------------------------- docs/CHANGELOG.txt | 2 +- 2 files changed, 46 insertions(+), 111 deletions(-) diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index ba2ee87d426c..c5d9105f36bb 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -13,7 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2023-04-11: Align buffer sizes. +// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V. // 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). // 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470) // 2022-11-24: Fixed validation error with default depth buffer settings. @@ -89,113 +89,49 @@ static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData() // SHADERS //----------------------------------------------------------------------------- -// glsl_shader.vert, compiled with: -// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert -/* -#version 450 core -layout(location = 0) in vec2 aPos; -layout(location = 1) in vec2 aUV; -layout(location = 2) in vec4 aColor; -layout(set=0, binding = 0) uniform transform { mat4 mvp; }; +static const char __shader_vert_wgsl[] = R"( +struct VertexInput { + @location(0) position: vec2, + @location(1) uv: vec2, + @location(2) color: vec4, +}; -out gl_PerVertex { vec4 gl_Position; }; -layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) color: vec4, + @location(1) uv: vec2, +}; -void main() -{ - Out.Color = aColor; - Out.UV = aUV; - gl_Position = mvp * vec4(aPos, 0, 1); +@group(0) @binding(0) var mvp: mat4x4; + +@vertex +fn main(in: VertexInput) -> VertexOutput { + var out: VertexOutput; + out.position = mvp * vec4(in.position, 0.0, 1.0); + out.color = in.color; + out.uv = in.uv; + return out; } -*/ -static uint32_t __glsl_shader_vert_spv[] = -{ - 0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b, - 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, - 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, - 0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, - 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, - 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, - 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, - 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, - 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d, - 0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005, - 0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b, - 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, - 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, - 0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d, - 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010, - 0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047, - 0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013, - 0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017, - 0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e, - 0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b, - 0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b, - 0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b, - 0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b, - 0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b, - 0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e, - 0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a, - 0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d, - 0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f, - 0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023, - 0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026, - 0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005, - 0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b, - 0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015, - 0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016, - 0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022, - 0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027, - 0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050, - 0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007, - 0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d, - 0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038 +)"; + +static const char __shader_frag_wgsl[] = R"( +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) color: vec4, + @location(1) uv: vec2, }; -// glsl_shader.frag, compiled with: -// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag -/* -#version 450 core -layout(location = 0) out vec4 fColor; -layout(set=0, binding=1) uniform sampler s; -layout(set=1, binding=0) uniform texture2D t; -layout(location = 0) in struct { vec4 Color; vec2 UV; } In; -void main() -{ - fColor = In.Color * texture(sampler2D(t, s), In.UV.st); +@group(0) @binding(1) var s: sampler; +@group(0) @binding(2) var gamma: f32; +@group(1) @binding(0) var t: texture_2d; + +@fragment +fn main(in: VertexOutput) -> @location(0) vec4 { + let color = in.color * textureSample(t, s, in.uv); + let corrected_color = pow(color.rgb, vec3(gamma)); + return vec4(corrected_color, color.a); } -*/ -static uint32_t __glsl_shader_frag_spv[] = -{ - 0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b, - 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, - 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, - 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, - 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, - 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, - 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005, - 0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d, - 0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015, - 0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019, - 0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016, - 0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008, - 0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a, - 0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c, - 0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e, - 0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010, - 0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000, - 0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b, - 0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000, - 0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013, - 0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a, - 0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041, - 0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011, - 0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019, - 0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f, - 0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007, - 0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021, - 0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038 -}; +)"; static void SafeRelease(ImDrawIdx*& res) { @@ -277,17 +213,16 @@ static void SafeRelease(FrameResources& res) SafeRelease(res.VertexBufferHost); } -static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size) +static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); - WGPUShaderModuleSPIRVDescriptor spirv_desc = {}; - spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor; - spirv_desc.codeSize = binary_data_size; - spirv_desc.code = binary_data; + WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; + wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; + wgsl_desc.source = wgsl_source; WGPUShaderModuleDescriptor desc = {}; - desc.nextInChain = reinterpret_cast(&spirv_desc); + desc.nextInChain = reinterpret_cast(&wgsl_desc); WGPUProgrammableStageDescriptor stage_desc = {}; stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); @@ -612,7 +547,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc); // Create the vertex shader - WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t)); + 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; @@ -634,7 +569,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() graphics_pipeline_desc.vertex.buffers = buffer_layouts; // Create the pixel shader - WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t)); + WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl); // Create the blending setup WGPUBlendState blend_state = {}; diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 01e6d3f48188..715b44d24c21 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -90,7 +90,7 @@ Other changes: (#6315) [@PathogenDavid] - Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen. (#6314) [@PathogenDavid] -- Backends: WebGPU: Align buffers. (#6188) [@eliemichel] +- Backends: WebGPU: Align buffers. Use WGSL shaders instead of precompiled SPIR-V. (#6188) [@eliemichel] - Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends. - Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects, now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.