dear-imgui-wgpu 0.16.0-alpha.2

WGPU renderer backend for dear-imgui-rs (native + WebAssembly)
Documentation

dear-imgui-wgpu

WGPU renderer for Dear ImGui.

Quick Start

use dear_imgui_rs::Context;
use dear_imgui_wgpu::{FramebufferExtent, GammaMode, WgpuInitInfo, WgpuRenderer};

// device, queue, surface_format prepared ahead
let mut imgui = Context::create();
let mut renderer = WgpuRenderer::new(WgpuInitInfo::new(device, queue, surface_format), &mut imgui)?;

// Optional: unify gamma policy across backends
renderer.set_gamma_mode(GammaMode::Auto); // Auto | Linear | Gamma22

// per-frame
let frame = imgui.render(renderer.renderer_consumer()?);
let framebuffer_extent = FramebufferExtent::from_texture(&surface_texture.texture);
renderer.render(frame, &mut render_pass, framebuffer_extent)?;

Each WgpuRenderer is fully initialized and bound to the Context passed to new; there is no public empty or two-phase state. Create one renderer per context in multi-context applications. After shutdown, create a replacement renderer instead of reinitializing the old value. render() is the normal path: it consumes a PendingFrame, processes pointer-free managed texture requests, reconciles feedback, and only then reads draw commands. Integrations that must reconcile before acquiring the main surface can split that work into reconcile_frame() followed by render_reconciled(). Both render methods require the physical extent of the actual color attachment; when rendering to a surface, derive it from the acquired SurfaceTexture instead of assuming the configured size still matches.

External texture views

Register an application-owned texture view. The renderer clones the view handle, but the application must not explicitly destroy the underlying GPU resource until the handle is unregistered:

# use dear_imgui_rs::Ui;
# use dear_imgui_wgpu::{RendererResult, WgpuRenderer, wgpu};
# fn external_texture(
#     renderer: &mut WgpuRenderer,
#     ui: &Ui,
#     view: &wgpu::TextureView,
#     replacement_view: &wgpu::TextureView,
# ) -> RendererResult<()> {
let texture = renderer.register_external_texture(view)?;

ui.image(texture.texture_id(), [320.0, 180.0]);

renderer.update_external_texture(texture, replacement_view)?;
renderer.unregister_external_texture(texture)?;
# Ok(())
# }

Sampling is renderer state rather than texture ownership. The renderer owns the standard linear and nearest samplers; enqueue an explicit draw-list command around images that need nearest sampling:

# use dear_imgui_rs::Ui;
# use dear_imgui_wgpu::ExternalTextureId;
# fn sampling(ui: &Ui, texture: ExternalTextureId) {
let draw_list = ui.get_window_draw_list();
draw_list.set_sampler_nearest();
ui.image(texture.texture_id(), [320.0, 180.0]);
draw_list.set_sampler_linear();
# }

See wgpu_rtt_gameview for a runnable linear/nearest switching example.

Native multi-viewport

The Winit and SDL3 integrations use one shared owning renderer core with platform-specific route types. Select exactly one platform adapter:

  • multi-viewport-winit
  • multi-viewport-sdl3

They are mutually exclusive and native-only. The selected feature enables dear-imgui-rs/multi-viewport; do not enable both routes through --all-features.

Secondary windows need the Instance and Adapter that created the renderer's Device. Keep them in WgpuInitInfo, enable the owning platform backend first, and then move the renderer into the matching WGPU route before Dear ImGui creates a secondary platform window:

use dear_imgui_rs::Context;
use std::sync::Arc;
use dear_imgui_wgpu::{WgpuInitInfo, WgpuRenderer, WgpuViewportSurfaceConfig, wgpu};
use dear_imgui_wgpu::multi_viewport::WinitViewportRoute;
use dear_imgui_winit::{HiDpiMode, WinitPlatform};

# fn enable_viewports(
#     imgui: &mut Context,
#     main_window: Arc<winit::window::Window>,
#     instance: wgpu::Instance,
#     adapter: wgpu::Adapter,
#     device: wgpu::Device,
#     queue: wgpu::Queue,
#     format: wgpu::TextureFormat,
# ) -> Result<(WinitPlatform, WinitViewportRoute), Box<dyn std::error::Error>> {
imgui.enable_multi_viewport();
let mut platform = WinitPlatform::new(imgui)?;
platform.attach_window(Arc::clone(&main_window), HiDpiMode::Default, imgui)?;
platform.enable_viewports(imgui)?;

let viewport_surface = WgpuViewportSurfaceConfig {
    present_mode: wgpu::PresentMode::AutoNoVsync,
    ..Default::default()
};
let init = WgpuInitInfo::new(device, queue, format)
    .with_instance(instance)
    .with_adapter(adapter)
    .with_viewport_surface_config(viewport_surface);
let renderer = WgpuRenderer::new(init, imgui)?;
let route = WinitViewportRoute::attach(imgui, &platform, renderer)?;
# Ok((platform, route))
# }

WgpuViewportSurfaceConfig defaults to Fifo, opaque composition, and a maximum frame latency of 2 for compatibility with WGPU's normal surface defaults. Use WgpuViewportSurfaceConfig::from(&main_surface_config) when secondary windows should inherit the main surface's scheduling and compositor policy, or set present_mode to AutoNoVsync to prefer Immediate and then Mailbox while retaining WGPU's portable Fifo fallback.

The renderer currently produces sRGB UI output and does not perform HDR transfer-function or wide-gamut conversion. WGPU 30 secondary surfaces therefore request SurfaceColorSpace::Srgb explicitly and reject a render-target format that the surface cannot present in sRGB. Keep the main surface in the same sRGB contract; HDR or wide-gamut output needs an application-owned color conversion pass rather than a different secondary-surface setting.

Secondary viewports inherit the renderer pipeline's multisample and depth-stencil contract. The route owns matching per-window MSAA resolve and depth-stencil attachments, suspends acquisition while a native framebuffer has a zero dimension, and rebuilds attachments from the platform owner's current physical size after resize or DPI changes. Attachment fails transactionally when the adapter cannot support the configured formats and sample count.

A lost secondary surface is rebuilt from that viewport's still-live platform window. Successful surface recreation leaves the renderer route and every other viewport attached. If recreation fails, the backend requests closure of only the affected viewport and reports the creation error. WGPU exposes Device loss separately through an application-owned, single-slot callback; if that callback fires, recreate the Device, Queue, renderer, and all GPU resources before reattaching the viewport route.

The renderer opens a fresh upload-resource arena for each PendingFrame epoch. Every viewport draw then uses a separate pass slot with its own vertex, index, uniform, and sampler bindings, so command buffers cannot observe data uploaded for another viewport or a later epoch. The renderer does not recycle upload buffers across epochs because submission of the application-owned encoder is not observable.

Finish UI construction with a FrameToken, then call route.prepare(event_loop, frame) on Winit or route.prepare(frame) on SDL3 before acquiring the main surface. Preparation reconciles managed textures, renders and presents every secondary viewport, and returns one move-only WgpuPreparedViewportFrame containing the same-scope secondary_report(). After successfully acquiring the main surface, consume that capability with route.render_main(prepared, &mut render_pass, FramebufferExtent::from_texture(&surface_frame.texture)). If main-surface acquisition is temporarily unavailable, dropping the prepared capability does not undo the secondary work that already completed. There is no public manual trace or partially reconciled multi-viewport path.

For SDL3, initialize Sdl3PlatformBackend first and then call dear_imgui_wgpu::multi_viewport_sdl3::Sdl3ViewportRoute::attach(imgui, &platform, renderer). Both route constructors require the matching live platform owner, capture its exact Context generation, and reject Context mismatches, shutdown owners, and callback ownership drift before interpreting any native handle. They consume WgpuRenderer; no caller-owned stable address is required and there is no unchecked custom-platform attachment path.

The renderer claims only the five Renderer_* slots in ImGuiPlatformIO. Registration fails instead of replacing foreign renderer callbacks or RendererUserData, rejects secondary windows that already exist, and requires an active Context Platform attachment. Attach is transactional: the error returns the unchanged renderer through WgpuViewportAttachError. Moving the route does not move callback-visible renderer storage. Callback replacement, panic, reentry, rendering, and unrecoverable surface validation failures are contained at the C ABI boundary. prepare returns all pending renderer and platform faults without dropping either source's FIFO ordering. A terminal fault revokes renderer viewport capability and stops create/resize/render/present work. Its Renderer_DestroyWindow callback remains available only for cleanup: a Context- and viewport-identity sidecar releases the owned WGPU surface even when foreign code cleared or replaced RendererUserData, before the platform backend destroys the native window.

From a repository checkout, run the same native Winit/WGPU Test Engine contract used by the release gate. It moves a window into a real secondary OS viewport, renders its GPU surface, merges it back, and verifies ordered teardown. test-engine is source-only, so this command intentionally builds Dear ImGui from source:

python3 tools/ci/run_contract.py multi-viewport-smoke

Linux CI supplies Xvfb and Mesa/Lavapipe. Missing display or software-GPU infrastructure is an infrastructure failure, not a skipped success.

Shut down renderer ownership before disabling platform viewport ownership:

# use dear_imgui_rs::Context;
# use dear_imgui_wgpu::multi_viewport::WinitViewportRoute;
# use dear_imgui_winit::WinitPlatform;
# fn shutdown(route: &mut WinitViewportRoute, platform: &mut WinitPlatform, imgui: &mut Context) -> Result<(), Box<dyn std::error::Error>> {
route.shutdown(imgui)?;
platform.disable_viewports(imgui)?;
# Ok(())
# }

The renderer route releases RendererUserData, surfaces, callbacks, and renderer GPU resources; it never enters the platform-window phase. The Winit or SDL3 platform owner remains solely responsible for destroying native windows. Context-first teardown invokes the same shared state machine in ordered renderer-resource and platform-window phases.

Managed texture shutdown follows the same ownership rule. The route first obtains Context::prepare_renderer_texture_reset(&consumer) while its complete GPU texture map is still intact. A live renderer epoch rejects that preparation without changing either side. After preparation succeeds, it destroys the WGPU map and commits the permit, which infallibly clears native bindings before releasing the consumer. This causes live textures to be requested again after a device rebuild without acknowledging a destroy that never happened.

Explicit renderer shutdown is idempotent and retryable. A rejected reset leaves the route attached with its renderer retained so the caller can settle the epoch and call shutdown again. Route Drop cannot prepare the required Context-owned renderer reset, so it defers its attachment unchanged to Context teardown: it does not destroy WGPU resources, clear callbacks, or alter native renderer publication while Context is alive. Dropping the wrapper therefore does not make the Context available for a replacement route; use explicit shutdown when the application needs to release renderer ownership before Context teardown. Foreign callback and backend-state replacements are preserved rather than overwritten.

Selecting wgpu version

The 0.16.0-alpha.2 candidate defaults to WGPU 30. Until it is published, test the candidate from main:

[dependencies]
dear-imgui-wgpu = { git = "https://github.com/Latias94/dear-imgui-rs", branch = "main" }

After publication, use the exact prerelease requirement for the compatibility routes below.

If your ecosystem is pinned to wgpu v29, v28, or v27, select it explicitly:

[dependencies]
dear-imgui-wgpu = { version = "=0.16.0-alpha.2", default-features = false, features = ["wgpu-29"] }
[dependencies]
dear-imgui-wgpu = { version = "=0.16.0-alpha.2", default-features = false, features = ["wgpu-28"] }
[dependencies]
dear-imgui-wgpu = { version = "=0.16.0-alpha.2", default-features = false, features = ["wgpu-27"] }

What You Get

  • ImGui v1.92 texture system integration (create/update/destroy)
  • Multi-frame buffering and device-object management
  • Format-aware or user-controlled gamma (see below)

sRGB / Gamma

  • Default GammaMode::Auto: picks gamma=2.2 for sRGB targets and 1.0 for linear targets.
  • You can force Linear (1.0) or Gamma22 (2.2).
  • Pair this with your swapchain format to avoid double correction.

Compatibility

Track wgpu support
main (unpublished 0.16.0-alpha.2) 30 (default), 29 (wgpu-29), 28 (wgpu-28), 27 (wgpu-27)

See also: docs/COMPATIBILITY.md for the full workspace matrix.

Notes

  • Targets native and Web (with webgl/webgpu features mapped to wgpu features).
  • Native multi-viewport is not available on WebAssembly.
  • External dependency updates (wgpu) may require coordinated version bumps.

Features

  • Default: wgpu-30; no extra feature is required for a native WGPU 30 build
  • WGPU version selection (mutually exclusive)
    • wgpu-30 (default)
    • wgpu-29
    • wgpu-28
    • wgpu-27
  • Diagnostics
    • tracing enables renderer debug and warning events; it is off by default
  • WASM targets
    • Every WebGL/WebGPU route automatically enables the matching dear-imgui-rs/wasm import path
    • webgl / webgpu select the WASM route for the default wgpu-30 build
    • With wgpu-29, use webgl-wgpu29 / webgpu-wgpu29 instead
    • With wgpu-28, use webgl-wgpu28 / webgpu-wgpu28 instead
    • With wgpu-27, use webgl-wgpu27 / webgpu-wgpu27 instead
    • wasm-font-atlas-experimental also enables the required core WASM import provider

Select exactly one WGPU major. webgl and webgpu may be enabled individually or together for the selected major; enabling both lets WGPU choose an available browser backend at runtime. Leave both off for native builds.