Examples: GLFW+WebGPU: update to latest specs and to work on Emscripten 4.0.10+ and latest Dawn-Native, WGPU-Native. (#8381, #8567, #8191, #7435)

This commit is contained in:
BrutPitt
2025-10-31 18:58:05 +01:00
committed by ocornut
parent c5b2a848fa
commit 778aed9966
6 changed files with 651 additions and 266 deletions
+3 -1
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@@ -91,13 +91,15 @@ Other Changes:
ImGui_ImplWGPU_GetDeviceLostReasonName(), ImGui_ImplWGPU_GetErrorTypeName(),
ImGui_ImplWGPU_GetLogLevelName().
- WebGPU: update to compile with Dawn and Emscripten's 4.0.10+
'--use-port=emdawnwebgpu' ports. (#8381, #8898) [@brutpitt, @trbabb]
'--use-port=emdawnwebgpu' ports. (#8381, #8898, #7435) [@brutpitt, @trbabb]
When using Emscripten 4.0.10+, backend now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN
instead of IMGUI_IMPL_WEBGPU_BACKEND_WGPU, if neither are specified.
(note: examples application were not updated yet)
- Win32: Revert 1.92.4 change of comparing dwPacketNumber, which prevents
refreshing accurate gamepad info after focus-out + io.ClearInputKeys(). (#8556)
- Examples:
- GLFW+WebGPU: update example for latest specs, to work on Emscripten 4.0.10+,
latest Dawn-Native and WGPU-Native. (#8381, #8567, #8191, #7435) [@brutpitt]
- GLFW+WebGPU: removed unnecessary ImGui_ImplWGPU_InvalidateDeviceObjects() call
during surface resize. (#8381)
+175 -84
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@@ -6,18 +6,30 @@
# * build/Debug/example_glfw_wgpu[.exe]
# * build/example_glfw_wgpu[.exe]
# Building for desktop (WGPU-Native) with WGPU-Native:
# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
# 2. unzip the downloaded file in your_preferred_folder
# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
# 4. 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
# (optional) -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py", see ReadMe.md
# 3. cmake --build build
# 4. emrun build/index.html
cmake_minimum_required(VERSION 3.10.2)
cmake_minimum_required(VERSION 3.22) # Dawn requires CMake >= 3.22
project(imgui_example_glfw_wgpu C CXX)
set(IMGUI_EXECUTABLE example_glfw_wgpu)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif()
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
@@ -25,93 +37,172 @@ set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
# Dear ImGui
set(IMGUI_DIR ../../)
# Libraries
set(IMGUI_EXAMPLE_SOURCE_FILES
# Example code
main.cpp
# Dear ImGui 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
${IMGUI_DIR}/imgui_widgets.cpp
)
if(EMSCRIPTEN)
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57")
set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
else()
# cannot use contrib.glfw3 prior to 3.1.57
set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE)
endif()
set(LIBRARIES glfw)
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1 -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU)
if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10")
else()
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation")
endif()
else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version
if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
# it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8)
message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
endif()
endif()
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() # Native/Desktop build
# Check DAWN/WGPU directory
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
endif()
if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
message(FATAL_ERROR "Please specify only one between Dawn / WGPU base directory")
endif()
if(APPLE) # Add SDL2 module to get Surface, with libs and file property for MacOS build
set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++")
# set(OS_LIBRARIES "-framework CoreFoundation -framework QuartzCore -framework Metal -framework MetalKit -framework Cocoa")
endif()
if(IMGUI_DAWN_DIR) # DAWN-Native build options
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
if(NOT IMGUI_DAWN_DIR)
message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR")
endif()
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
# Dawn builds many things by default - disable things we don't need
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
option(TINT_BUILD_DOCS "Build documentation" OFF)
option(TINT_BUILD_TESTS "Build tests" OFF)
if(NOT APPLE)
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
endif()
if(WIN32)
option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
endif()
# check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
# You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
if(LINUX)
if($ENV{XDG_SESSION_TYPE} MATCHES wayland)
option(DAWN_USE_WAYLAND "Enable support for Wayland surface" ON)
endif()
endif()
add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
set(LIBRARIES webgpu_dawn webgpu_glfw glfw)
else() # WGPU-Native build options
find_package(glfw3 CONFIG)
set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
if(WIN32)
set(OS_LIBRARIES d3dcompiler ws2_32 userenv bcrypt ntdll opengl32 Propsys RuntimeObject)
elseif(UNIX AND NOT APPLE)
set(OS_LIBRARIES "-lm -ldl")
elseif(APPLE)
set(OS_LIBRARIES "-framework CoreFoundation -framework QuartzCore -framework Metal -framework MetalKit -framework Cocoa")
endif()
set(LIBRARIES glfw ${WGPU_LIBRARY} ${OS_LIBRARIES})
endif()
endif()
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC
${IMGUI_DIR}
${IMGUI_DIR}/backends
)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_EXAMPLE_GLFW_WGPU")
# compiler option only for IMGUI_EXAMPLE_SOURCE_FILES
if (MSVC)
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4
else()
# Dawn wgpu desktop
set(DAWN_FETCH_DEPENDENCIES ON)
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
if (NOT IMGUI_DAWN_DIR)
message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR")
endif()
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
# Dawn builds many things by default - disable things we don't need
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
option(TINT_BUILD_DOCS "Build documentation" OFF)
option(TINT_BUILD_TESTS "Build tests" OFF)
if (NOT APPLE)
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
endif()
if(WIN32)
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" OFF)
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
endif()
add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
set(LIBRARIES webgpu_dawn webgpu_cpp webgpu_glfw glfw)
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic
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
)
# In this example IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU internal define is set according to:
# EMSCRIPTEN: by used FLAG
# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined
# NATIVE: by used SDK installation directory
# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined
target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES})
if(NOT EMSCRIPTEN) # WegGPU-Native settings
# Set IMGUI_IMPL_WEBGPU_BACKEND_XXXX based on the SDK (directory) used
if(IMGUI_DAWN_DIR)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
else()
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
endif()
# Emscripten settings
if(EMSCRIPTEN)
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
target_compile_options(example_glfw_wgpu PUBLIC
"${IMGUI_EMSCRIPTEN_GLFW3}"
target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp PUBLIC ${LIBRARIES})
else() # Emscripten settings
set(CMAKE_EXECUTABLE_SUFFIX ".html")
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_GLFW3}")
endif()
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
else()
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
endif()
message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
target_link_options(${IMGUI_EXECUTABLE} PRIVATE
"${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}"
"${IMGUI_EMSCRIPTEN_GLFW3}"
"-sWASM=1"
"-sASYNCIFY=1"
"-sALLOW_MEMORY_GROWTH=1"
"-sNO_EXIT_RUNTIME=0"
"-sASSERTIONS=1"
"-sDISABLE_EXCEPTION_CATCHING=1"
"-sNO_FILESYSTEM=1"
"--shell-file=${CMAKE_CURRENT_LIST_DIR}/../libs/emscripten/shell_minimal.html"
)
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" $<TARGET_FILE_DIR:example_glfw_wgpu>
)
set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index")
endif()
+14 -10
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@@ -6,8 +6,8 @@
# 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)
# Running `make -f Makefile.emscripten` will produce three files:
# - web/index.html
# - web/index.js
# - web/index.wasm
#
@@ -16,7 +16,7 @@
CC = emcc
CXX = em++
WEB_DIR = web
EXE = $(WEB_DIR)/index.js
EXE = $(WEB_DIR)/index.html
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 $(IMGUI_DIR)/imgui_widgets.cpp
@@ -34,15 +34,19 @@ EMS =
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of (-s USE_GLFW=3) to get a better support for High DPI displays.
EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
LDFLAGS += -s WASM=1
LDFLAGS += -s ALLOW_MEMORY_GROWTH=1
LDFLAGS += -s ASYNCIFY=1
LDFLAGS += -s NO_EXIT_RUNTIME=0
LDFLAGS += -s ASSERTIONS=1
# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10)
EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU
LDFLAGS += -s USE_WEBGPU=1
#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU
#LDFLAGS += -s USE_WEBGPU=1
# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10) (UNSUPPORTED YET)
#EMS += --use-port=emdawnwebgpu
#LDFLAGS += --use-port=emdawnwebgpu
# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10)
EMS += --use-port=emdawnwebgpu
LDFLAGS += --use-port=emdawnwebgpu
# Build as single file (binary text encoded in .html file)
#LDFLAGS += -sSINGLE_FILE
@@ -67,7 +71,7 @@ endif
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os $(EMS)
#LDFLAGS += --shell-file shell_minimal.html
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
LDFLAGS += $(EMS)
##---------------------------------------------------------------------
+144 -1
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@@ -1,4 +1,145 @@
## How to Build
## How to Build
---
### Using CMake
#### Building for desktop (WebGPU-native) with Google 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 desktop (WebGPU-Native) with WGPU:
1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
2. unzip the downloaded file in `your_preferred_folder`
3. `cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder` ("full path" or "relative" starting from current directory)
4. `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`
- (optional) `-DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py"`, see below
4. `cmake --build build`
#### Sync Emscripten with latest Google Dawn:
If you want to sync Emscripten with latest DAWN release it's necessary to download the `port-emdawnwgpu-package` (released daily by Google) here:
https://github.com/google/dawn/releases
Unpack it in your preferred folder and to replace the step 3 with:
3. `emcmake cmake -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py" -G Ninja -B build`
**N.B.**
For the WASM code produced by Emscripten to work correctly, it will also be necessary to have the "corresponding" (or newer) version of Google Canary (nightly build for developers) that includes the latest changes
---
### CMake by step
#### Generate Dawn Native:
- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
- Using `IMGUI_DAWN_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
#### Generate WGPU Native:
- `cmake -G Ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -B where_to_build_dir`
- Using `IMGUI_WGPU_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
#### Generate Emscripten:
- `emcmake cmake -G Ninja -B where_to_build_dir`\
CMake checks the EMSCRIPEN version then:
- if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
- if EMS < 4.0.10 uses `-sUSE_WEBGPU=1` flag to build
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir`
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg)
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir`
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
- *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:*
- https://github.com/google/dawn/releases
#### Build time
Once the procedure for the specific builder is generated, the build command is **always the same**:
- Build using CMake
- `cmake --build where_to_build_dir`
- It will use selected builder to build the example.
- Build explicitly:
- `cd where_to_build_dir`
- `ninja`
- This is the builder chosen during the generation phase
---
### CMake useful options
#### Generator types (alternative to **ninja** bulder):
- `-G Ninja` to build with __ninja__ builder
- `-G "Unix Makefiles"` to build with __make__ builder
- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
- **Native build only**
- Not **officially** supported to build Google Dawn
Example:
- using **make** instead **ninja**:
- `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
**Syntax is case sensitive and the "" are necessary in case of spaces between words*
#### Directories
- The directory path can be absolute or relative (starting from the current directory)
- It's necessary to use different `where_to_build_dir` for different CMake generations
#### Build type
The default build type is **Debug**
It is possible to use a different build type using:
- `-DCMAKE_BUILD_TYPE=Release`
- `-DCMAKE_BUILD_TYPE=MinSizeRel`
- `-DCMAKE_BUILD_TYPE=RelWithDebInfo`
Example:
- building **Release**:
- `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir `
#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager
Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file.
- e.g. CLang search in path specified from the following environment variables:
- include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH
- library files: LIBRARY_PATH
If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command:
- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake`
Examples:
- using **vcpkg** package manager it's necessary adding:
- `-DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake`
- full cmake command using **vcpkg** package manager:
- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir`
---
### Using makefile
- 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
@@ -10,6 +151,8 @@
- Requires recent Emscripten as WGPU is still a work-in-progress API.
---
## How to Run
To run on a local machine:
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@@ -1,84 +0,0 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
<title>Dear ImGui Emscripten+GLFW+WebGPU example</title>
<style>
body { margin: 0; background-color: black }
.emscripten {
position: absolute;
top: 0px;
left: 0px;
margin: 0px;
border: 0;
width: 100%;
height: 100%;
overflow: hidden;
display: block;
image-rendering: optimizeSpeed;
image-rendering: -moz-crisp-edges;
image-rendering: -o-crisp-edges;
image-rendering: -webkit-optimize-contrast;
image-rendering: optimize-contrast;
image-rendering: crisp-edges;
image-rendering: pixelated;
-ms-interpolation-mode: nearest-neighbor;
}
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
<script type='text/javascript'>
var Module;
(async () => {
Module = {
preRun: [],
postRun: [],
print: (function() {
return function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.log(text);
};
})(),
printErr: function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.error(text);
},
canvas: (function() {
var canvas = document.getElementById('canvas');
//canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
console.log("status: " + text);
},
monitorRunDependencies: function(left) {
// no run dependencies to log
}
};
window.onerror = function() {
console.log("onerror: " + event);
};
// Initialize the graphics adapter
{
if (!navigator.gpu) {
throw Error("WebGPU not supported.");
}
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
Module.preinitializedWebGPUDevice = device;
}
{
const js = document.createElement('script');
js.async = true;
js.src = "index.js";
document.body.appendChild(js);
}
})();
</script>
</body>
</html>