Struct imgui_wgpu::Renderer
source · Fields§
§textures: Textures<Texture>Textures of the font atlas and all images.
Implementations§
source§impl Renderer
impl Renderer
sourcepub fn new(
imgui: &mut Context,
device: &Device,
queue: &Queue,
config: RendererConfig<'_>
) -> Self
pub fn new(
imgui: &mut Context,
device: &Device,
queue: &Queue,
config: RendererConfig<'_>
) -> Self
Create an entirely new imgui wgpu renderer.
sourcepub fn prepare(
&self,
draw_data: &DrawData,
render_data: Option<RenderData>,
queue: &Queue,
device: &Device
) -> RenderData
pub fn prepare(
&self,
draw_data: &DrawData,
render_data: Option<RenderData>,
queue: &Queue,
device: &Device
) -> RenderData
Prepares buffers for the current imgui frame. This must be
called before Renderer::split_render, and its output must
be passed to the render call.
sourcepub fn split_render<'r>(
&'r self,
draw_data: &DrawData,
render_data: &'r RenderData,
rpass: &mut RenderPass<'r>
) -> RendererResult<()>
pub fn split_render<'r>(
&'r self,
draw_data: &DrawData,
render_data: &'r RenderData,
rpass: &mut RenderPass<'r>
) -> RendererResult<()>
Render the current imgui frame. Renderer::prepare must be
called first, and the output render data must be kept for the
lifetime of the renderpass.
sourcepub fn render<'r>(
&'r mut self,
draw_data: &DrawData,
queue: &Queue,
device: &Device,
rpass: &mut RenderPass<'r>
) -> RendererResult<()>
pub fn render<'r>(
&'r mut self,
draw_data: &DrawData,
queue: &Queue,
device: &Device,
rpass: &mut RenderPass<'r>
) -> RendererResult<()>
Render the current imgui frame.
sourcepub fn reload_font_texture(
&mut self,
imgui: &mut Context,
device: &Device,
queue: &Queue
)
pub fn reload_font_texture(
&mut self,
imgui: &mut Context,
device: &Device,
queue: &Queue
)
Updates the texture on the GPU corresponding to the current imgui font atlas.
This has to be called after loading a font.
Examples found in repository?
src/lib.rs (line 473)
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pub fn new(
imgui: &mut Context,
device: &Device,
queue: &Queue,
config: RendererConfig,
) -> Self {
let RendererConfig {
texture_format,
depth_format,
sample_count,
shader,
vertex_shader_entry_point,
fragment_shader_entry_point,
} = config;
// Load shaders.
let shader_module = device.create_shader_module(shader.unwrap());
// Create the uniform matrix buffer.
let size = 64;
let uniform_buffer = device.create_buffer(&BufferDescriptor {
label: Some("imgui-wgpu uniform buffer"),
size,
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
// Create the uniform matrix buffer bind group layout.
let uniform_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: None,
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
// Create the uniform matrix buffer bind group.
let uniform_bind_group = device.create_bind_group(&BindGroupDescriptor {
label: Some("imgui-wgpu bind group"),
layout: &uniform_layout,
entries: &[BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
// Create the texture layout for further usage.
let texture_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("imgui-wgpu bind group layout"),
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
// Create the render pipeline layout.
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some("imgui-wgpu pipeline layout"),
bind_group_layouts: &[&uniform_layout, &texture_layout],
push_constant_ranges: &[],
});
// Create the render pipeline.
// Create the render pipeline.
let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
label: Some("imgui-wgpu pipeline"),
layout: Some(&pipeline_layout),
vertex: VertexState {
module: &shader_module,
entry_point: vertex_shader_entry_point.unwrap(),
buffers: &[VertexBufferLayout {
array_stride: size_of::<DrawVert>() as BufferAddress,
step_mode: VertexStepMode::Vertex,
attributes: &vertex_attr_array![0 => Float32x2, 1 => Float32x2, 2 => Unorm8x4],
}],
},
primitive: PrimitiveState {
topology: PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: FrontFace::Cw,
cull_mode: None,
polygon_mode: PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
format,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::Always,
stencil: wgpu::StencilState::default(),
bias: DepthBiasState::default(),
}),
multisample: MultisampleState {
count: sample_count,
..Default::default()
},
fragment: Some(FragmentState {
module: &shader_module,
entry_point: fragment_shader_entry_point.unwrap(),
targets: &[Some(ColorTargetState {
format: texture_format,
blend: Some(BlendState {
color: BlendComponent {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha: BlendComponent {
src_factor: BlendFactor::OneMinusDstAlpha,
dst_factor: BlendFactor::One,
operation: BlendOperation::Add,
},
}),
write_mask: ColorWrites::ALL,
})],
}),
multiview: None,
});
let mut renderer = Self {
pipeline,
uniform_buffer,
uniform_bind_group,
textures: Textures::new(),
texture_layout,
render_data: None,
config: RendererConfig {
texture_format,
depth_format,
sample_count,
shader: None,
vertex_shader_entry_point: None,
fragment_shader_entry_point: None,
},
};
// Immediately load the font texture to the GPU.
renderer.reload_font_texture(imgui, device, queue);
renderer
}