|  | // 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.) | 
|  |  | 
|  | // 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. | 
|  |  | 
|  | // 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. | 
|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | 
|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs | 
|  |  | 
|  | #pragma once | 
|  | #include "imgui.h"          // IMGUI_IMPL_API | 
|  | #ifndef IMGUI_DISABLE | 
|  |  | 
|  | #include <webgpu/webgpu.h> | 
|  |  | 
|  | IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined); | 
|  | 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(); | 
|  |  | 
|  | #endif // #ifndef IMGUI_DISABLE |