| // dear imgui: Renderer for WebGPU | |
| // This needs to be used along with a Platform Binding (e.g. GLFW) | |
| // (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) | |
| // Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten), | |
| // one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. | |
| // Add #define to your imconfig.h file, or as a compilation flag in your build system. | |
| // This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface. | |
| //#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN | |
| //#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU | |
| // Implemented features: | |
| // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! | |
| // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). | |
| // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. | |
| // Missing features: | |
| // [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. | |
| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | |
| // Learn about Dear ImGui: | |
| // - FAQ https://dearimgui.com/faq | |
| // - Getting Started https://dearimgui.com/getting-started | |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). | |
| // - Introduction, links and more at the top of imgui.cpp | |
| // Initialization data, for ImGui_ImplWGPU_Init() | |
| struct ImGui_ImplWGPU_InitInfo | |
| { | |
| WGPUDevice Device; | |
| int NumFramesInFlight = 3; | |
| WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined; | |
| WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined; | |
| WGPUMultisampleState PipelineMultisampleState = {}; | |
| ImGui_ImplWGPU_InitInfo() | |
| { | |
| PipelineMultisampleState.count = 1; | |
| PipelineMultisampleState.mask = UINT32_MAX; | |
| PipelineMultisampleState.alphaToCoverageEnabled = false; | |
| } | |
| }; | |
| // Follow "Getting Started" link and check examples/ folder to learn about using backends! | |
| IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info); | |
| IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); | |
| IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); | |
| IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); | |
| // Use if you want to reset your rendering device without losing Dear ImGui state. | |
| IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); | |
| IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); | |
| // [BETA] Selected render state data shared with callbacks. | |
| // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call. | |
| // (Please open an issue if you feel you need access to more data) | |
| struct ImGui_ImplWGPU_RenderState | |
| { | |
| WGPUDevice Device; | |
| WGPURenderPassEncoder RenderPassEncoder; | |
| }; | |