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Libs/imgui/backends/imgui_impl_wgpu.h
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67
Libs/imgui/backends/imgui_impl_wgpu.h
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// dear imgui: Renderer for WebGPU
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// This needs to be used along with a Platform Binding (e.g. GLFW)
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// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
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// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten),
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// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided.
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// Add #define to your imconfig.h file, or as a compilation flag in your build system.
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// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface.
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//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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#include <webgpu/webgpu.h>
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// Initialization data, for ImGui_ImplWGPU_Init()
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struct ImGui_ImplWGPU_InitInfo
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{
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WGPUDevice Device;
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int NumFramesInFlight = 3;
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WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
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WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
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WGPUMultisampleState PipelineMultisampleState = {};
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ImGui_ImplWGPU_InitInfo()
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{
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PipelineMultisampleState.count = 1;
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PipelineMultisampleState.mask = UINT32_MAX;
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PipelineMultisampleState.alphaToCoverageEnabled = false;
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}
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};
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
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IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplWGPU_RenderState
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{
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WGPUDevice Device;
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WGPURenderPassEncoder RenderPassEncoder;
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};
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#endif // #ifndef IMGUI_DISABLE
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