// 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) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// 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
# pragma once
# include "imgui.h" // IMGUI_IMPL_API
# ifndef IMGUI_DISABLE
# include <webgpu/webgpu.h>
// 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 void ImGui_ImplWGPU_InvalidateDeviceObjects ( ) ;
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects ( ) ;
// [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 ;
} ;
# endif // #ifndef IMGUI_DISABLE