| // 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. | 
 | // 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 | 
 |  | 
 | // CHANGELOG | 
 | // (minor and older changes stripped away, please see git history for details) | 
 | //  2024-01-22: Added configurable PipelineMultisampleState struct. (#7240) | 
 | //  2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. | 
 | //  2024-01-22: Fixed pipeline layout leak. (#7245) | 
 | //  2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults. | 
 | //  2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602) | 
 | //  2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V. | 
 | //  2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). | 
 | //  2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470) | 
 | //  2022-11-24: Fixed validation error with default depth buffer settings. | 
 | //  2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init(). | 
 | //  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. | 
 | //  2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). | 
 | //  2021-08-24: Fixed for latest specs. | 
 | //  2021-05-24: Add support for draw_data->FramebufferScale. | 
 | //  2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) | 
 | //  2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). | 
 | //  2021-02-18: Change blending equation to preserve alpha in output buffer. | 
 | //  2021-01-28: Initial version. | 
 |  | 
 | #include "imgui.h" | 
 | #ifndef IMGUI_DISABLE | 
 | #include "imgui_impl_wgpu.h" | 
 | #include <limits.h> | 
 | #include <webgpu/webgpu.h> | 
 |  | 
 | // Dear ImGui prototypes from imgui_internal.h | 
 | extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); | 
 | #define MEMALIGN(_SIZE,_ALIGN)        (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1))    // Memory align (copied from IM_ALIGN() macro). | 
 |  | 
 | // WebGPU data | 
 | struct RenderResources | 
 | { | 
 |     WGPUTexture         FontTexture = nullptr;          // Font texture | 
 |     WGPUTextureView     FontTextureView = nullptr;      // Texture view for font texture | 
 |     WGPUSampler         Sampler = nullptr;              // Sampler for the font texture | 
 |     WGPUBuffer          Uniforms = nullptr;             // Shader uniforms | 
 |     WGPUBindGroup       CommonBindGroup = nullptr;      // Resources bind-group to bind the common resources to pipeline | 
 |     ImGuiStorage        ImageBindGroups;                // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) | 
 |     WGPUBindGroup       ImageBindGroup = nullptr;       // Default font-resource of Dear ImGui | 
 |     WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM | 
 | }; | 
 |  | 
 | struct FrameResources | 
 | { | 
 |     WGPUBuffer  IndexBuffer; | 
 |     WGPUBuffer  VertexBuffer; | 
 |     ImDrawIdx*  IndexBufferHost; | 
 |     ImDrawVert* VertexBufferHost; | 
 |     int         IndexBufferSize; | 
 |     int         VertexBufferSize; | 
 | }; | 
 |  | 
 | struct Uniforms | 
 | { | 
 |     float MVP[4][4]; | 
 |     float Gamma; | 
 | }; | 
 |  | 
 | struct ImGui_ImplWGPU_Data | 
 | { | 
 |     ImGui_ImplWGPU_InitInfo initInfo; | 
 |     WGPUDevice              wgpuDevice = nullptr; | 
 |     WGPUQueue               defaultQueue = nullptr; | 
 |     WGPUTextureFormat       renderTargetFormat = WGPUTextureFormat_Undefined; | 
 |     WGPUTextureFormat       depthStencilFormat = WGPUTextureFormat_Undefined; | 
 |     WGPURenderPipeline      pipelineState = nullptr; | 
 |  | 
 |     RenderResources         renderResources; | 
 |     FrameResources*         pFrameResources = nullptr; | 
 |     unsigned int            numFramesInFlight = 0; | 
 |     unsigned int            frameIndex = UINT_MAX; | 
 | }; | 
 |  | 
 | // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts | 
 | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. | 
 | static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData() | 
 | { | 
 |     return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; | 
 | } | 
 |  | 
 | //----------------------------------------------------------------------------- | 
 | // SHADERS | 
 | //----------------------------------------------------------------------------- | 
 |  | 
 | static const char __shader_vert_wgsl[] = R"( | 
 | struct VertexInput { | 
 |     @location(0) position: vec2<f32>, | 
 |     @location(1) uv: vec2<f32>, | 
 |     @location(2) color: vec4<f32>, | 
 | }; | 
 |  | 
 | struct VertexOutput { | 
 |     @builtin(position) position: vec4<f32>, | 
 |     @location(0) color: vec4<f32>, | 
 |     @location(1) uv: vec2<f32>, | 
 | }; | 
 |  | 
 | struct Uniforms { | 
 |     mvp: mat4x4<f32>, | 
 |     gamma: f32, | 
 | }; | 
 |  | 
 | @group(0) @binding(0) var<uniform> uniforms: Uniforms; | 
 |  | 
 | @vertex | 
 | fn main(in: VertexInput) -> VertexOutput { | 
 |     var out: VertexOutput; | 
 |     out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0); | 
 |     out.color = in.color; | 
 |     out.uv = in.uv; | 
 |     return out; | 
 | } | 
 | )"; | 
 |  | 
 | static const char __shader_frag_wgsl[] = R"( | 
 | struct VertexOutput { | 
 |     @builtin(position) position: vec4<f32>, | 
 |     @location(0) color: vec4<f32>, | 
 |     @location(1) uv: vec2<f32>, | 
 | }; | 
 |  | 
 | struct Uniforms { | 
 |     mvp: mat4x4<f32>, | 
 |     gamma: f32, | 
 | }; | 
 |  | 
 | @group(0) @binding(0) var<uniform> uniforms: Uniforms; | 
 | @group(0) @binding(1) var s: sampler; | 
 | @group(1) @binding(0) var t: texture_2d<f32>; | 
 |  | 
 | @fragment | 
 | fn main(in: VertexOutput) -> @location(0) vec4<f32> { | 
 |     let color = in.color * textureSample(t, s, in.uv); | 
 |     let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma)); | 
 |     return vec4<f32>(corrected_color, color.a); | 
 | } | 
 | )"; | 
 |  | 
 | static void SafeRelease(ImDrawIdx*& res) | 
 | { | 
 |     if (res) | 
 |         delete[] res; | 
 |     res = nullptr; | 
 | } | 
 | static void SafeRelease(ImDrawVert*& res) | 
 | { | 
 |     if (res) | 
 |         delete[] res; | 
 |     res = nullptr; | 
 | } | 
 | static void SafeRelease(WGPUBindGroupLayout& res) | 
 | { | 
 |     if (res) | 
 |         wgpuBindGroupLayoutRelease(res); | 
 |     res = nullptr; | 
 | } | 
 | static void SafeRelease(WGPUBindGroup& res) | 
 | { | 
 |     if (res) | 
 |         wgpuBindGroupRelease(res); | 
 |     res = nullptr; | 
 | } | 
 | static void SafeRelease(WGPUBuffer& res) | 
 | { | 
 |     if (res) | 
 |         wgpuBufferRelease(res); | 
 |     res = nullptr; | 
 | } | 
 | static void SafeRelease(WGPUPipelineLayout& res) | 
 | { | 
 |     if (res) | 
 |         wgpuPipelineLayoutRelease(res); | 
 |     res = nullptr; | 
 | } | 
 | static void SafeRelease(WGPURenderPipeline& res) | 
 | { | 
 |     if (res) | 
 |         wgpuRenderPipelineRelease(res); | 
 |     res = nullptr; | 
 | } | 
 | static void SafeRelease(WGPUSampler& res) | 
 | { | 
 |     if (res) | 
 |         wgpuSamplerRelease(res); | 
 |     res = nullptr; | 
 | } | 
 | static void SafeRelease(WGPUShaderModule& res) | 
 | { | 
 |     if (res) | 
 |         wgpuShaderModuleRelease(res); | 
 |     res = nullptr; | 
 | } | 
 | static void SafeRelease(WGPUTextureView& res) | 
 | { | 
 |     if (res) | 
 |         wgpuTextureViewRelease(res); | 
 |     res = nullptr; | 
 | } | 
 | static void SafeRelease(WGPUTexture& res) | 
 | { | 
 |     if (res) | 
 |         wgpuTextureRelease(res); | 
 |     res = nullptr; | 
 | } | 
 |  | 
 | static void SafeRelease(RenderResources& res) | 
 | { | 
 |     SafeRelease(res.FontTexture); | 
 |     SafeRelease(res.FontTextureView); | 
 |     SafeRelease(res.Sampler); | 
 |     SafeRelease(res.Uniforms); | 
 |     SafeRelease(res.CommonBindGroup); | 
 |     SafeRelease(res.ImageBindGroup); | 
 |     SafeRelease(res.ImageBindGroupLayout); | 
 | }; | 
 |  | 
 | static void SafeRelease(FrameResources& res) | 
 | { | 
 |     SafeRelease(res.IndexBuffer); | 
 |     SafeRelease(res.VertexBuffer); | 
 |     SafeRelease(res.IndexBufferHost); | 
 |     SafeRelease(res.VertexBufferHost); | 
 | } | 
 |  | 
 | static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source) | 
 | { | 
 |     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | 
 |  | 
 |     WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; | 
 |     wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; | 
 |     wgsl_desc.code = wgsl_source; | 
 |  | 
 |     WGPUShaderModuleDescriptor desc = {}; | 
 |     desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc); | 
 |  | 
 |     WGPUProgrammableStageDescriptor stage_desc = {}; | 
 |     stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); | 
 |     stage_desc.entryPoint = "main"; | 
 |     return stage_desc; | 
 | } | 
 |  | 
 | static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) | 
 | { | 
 |     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | 
 |     WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; | 
 |  | 
 |     WGPUBindGroupDescriptor image_bg_descriptor = {}; | 
 |     image_bg_descriptor.layout = layout; | 
 |     image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); | 
 |     image_bg_descriptor.entries = image_bg_entries; | 
 |     return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor); | 
 | } | 
 |  | 
 | static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) | 
 | { | 
 |     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | 
 |  | 
 |     // Setup orthographic projection matrix into our constant buffer | 
 |     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). | 
 |     { | 
 |         float L = draw_data->DisplayPos.x; | 
 |         float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; | 
 |         float T = draw_data->DisplayPos.y; | 
 |         float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; | 
 |         float mvp[4][4] = | 
 |         { | 
 |             { 2.0f/(R-L),   0.0f,           0.0f,       0.0f }, | 
 |             { 0.0f,         2.0f/(T-B),     0.0f,       0.0f }, | 
 |             { 0.0f,         0.0f,           0.5f,       0.0f }, | 
 |             { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f }, | 
 |         }; | 
 |         wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP)); | 
 |         float gamma; | 
 |         switch (bd->renderTargetFormat) | 
 |         { | 
 |         case WGPUTextureFormat_ASTC10x10UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC10x5UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC10x6UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC10x8UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC12x10UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC12x12UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC4x4UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC5x5UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC6x5UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC6x6UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC8x5UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC8x6UnormSrgb: | 
 |         case WGPUTextureFormat_ASTC8x8UnormSrgb: | 
 |         case WGPUTextureFormat_BC1RGBAUnormSrgb: | 
 |         case WGPUTextureFormat_BC2RGBAUnormSrgb: | 
 |         case WGPUTextureFormat_BC3RGBAUnormSrgb: | 
 |         case WGPUTextureFormat_BC7RGBAUnormSrgb: | 
 |         case WGPUTextureFormat_BGRA8UnormSrgb: | 
 |         case WGPUTextureFormat_ETC2RGB8A1UnormSrgb: | 
 |         case WGPUTextureFormat_ETC2RGB8UnormSrgb: | 
 |         case WGPUTextureFormat_ETC2RGBA8UnormSrgb: | 
 |         case WGPUTextureFormat_RGBA8UnormSrgb: | 
 |             gamma = 2.2f; | 
 |             break; | 
 |         default: | 
 |             gamma = 1.0f; | 
 |         } | 
 |         wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma)); | 
 |     } | 
 |  | 
 |     // Setup viewport | 
 |     wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1); | 
 |  | 
 |     // Bind shader and vertex buffers | 
 |     wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); | 
 |     wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); | 
 |     wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState); | 
 |     wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr); | 
 |  | 
 |     // Setup blend factor | 
 |     WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; | 
 |     wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); | 
 | } | 
 |  | 
 | // Render function | 
 | // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) | 
 | void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) | 
 | { | 
 |     // Avoid rendering when minimized | 
 |     int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); | 
 |     int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); | 
 |     if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0) | 
 |         return; | 
 |  | 
 |     // FIXME: Assuming that this only gets called once per frame! | 
 |     // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. | 
 |     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | 
 |     bd->frameIndex = bd->frameIndex + 1; | 
 |     FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; | 
 |  | 
 |     // Create and grow vertex/index buffers if needed | 
 |     if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) | 
 |     { | 
 |         if (fr->VertexBuffer) | 
 |         { | 
 |             wgpuBufferDestroy(fr->VertexBuffer); | 
 |             wgpuBufferRelease(fr->VertexBuffer); | 
 |         } | 
 |         SafeRelease(fr->VertexBufferHost); | 
 |         fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; | 
 |  | 
 |         WGPUBufferDescriptor vb_desc = | 
 |         { | 
 |             nullptr, | 
 |             "Dear ImGui Vertex buffer", | 
 |             WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, | 
 |             MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), | 
 |             false | 
 |         }; | 
 |         fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc); | 
 |         if (!fr->VertexBuffer) | 
 |             return; | 
 |  | 
 |         fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; | 
 |     } | 
 |     if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) | 
 |     { | 
 |         if (fr->IndexBuffer) | 
 |         { | 
 |             wgpuBufferDestroy(fr->IndexBuffer); | 
 |             wgpuBufferRelease(fr->IndexBuffer); | 
 |         } | 
 |         SafeRelease(fr->IndexBufferHost); | 
 |         fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; | 
 |  | 
 |         WGPUBufferDescriptor ib_desc = | 
 |         { | 
 |             nullptr, | 
 |             "Dear ImGui Index buffer", | 
 |             WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, | 
 |             MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), | 
 |             false | 
 |         }; | 
 |         fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc); | 
 |         if (!fr->IndexBuffer) | 
 |             return; | 
 |  | 
 |         fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize]; | 
 |     } | 
 |  | 
 |     // Upload vertex/index data into a single contiguous GPU buffer | 
 |     ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; | 
 |     ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; | 
 |     for (int n = 0; n < draw_data->CmdListsCount; n++) | 
 |     { | 
 |         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | 
 |         memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | 
 |         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | 
 |         vtx_dst += cmd_list->VtxBuffer.Size; | 
 |         idx_dst += cmd_list->IdxBuffer.Size; | 
 |     } | 
 |     int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); | 
 |     int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); | 
 |     wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); | 
 |     wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer,  0, fr->IndexBufferHost,  ib_write_size); | 
 |  | 
 |     // Setup desired render state | 
 |     ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); | 
 |  | 
 |     // Render command lists | 
 |     // (Because we merged all buffers into a single one, we maintain our own offset into them) | 
 |     int global_vtx_offset = 0; | 
 |     int global_idx_offset = 0; | 
 |     ImVec2 clip_scale = draw_data->FramebufferScale; | 
 |     ImVec2 clip_off = draw_data->DisplayPos; | 
 |     for (int n = 0; n < draw_data->CmdListsCount; n++) | 
 |     { | 
 |         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | 
 |         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | 
 |         { | 
 |             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | 
 |             if (pcmd->UserCallback != nullptr) | 
 |             { | 
 |                 // User callback, registered via ImDrawList::AddCallback() | 
 |                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) | 
 |                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) | 
 |                     ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); | 
 |                 else | 
 |                     pcmd->UserCallback(cmd_list, pcmd); | 
 |             } | 
 |             else | 
 |             { | 
 |                 // Bind custom texture | 
 |                 ImTextureID tex_id = pcmd->GetTexID(); | 
 |                 ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); | 
 |                 auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); | 
 |                 if (bind_group) | 
 |                 { | 
 |                     wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); | 
 |                 } | 
 |                 else | 
 |                 { | 
 |                     WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); | 
 |                     bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); | 
 |                     wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); | 
 |                 } | 
 |  | 
 |                 // Project scissor/clipping rectangles into framebuffer space | 
 |                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | 
 |                 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | 
 |  | 
 |                 // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds | 
 |                 if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } | 
 |                 if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } | 
 |                 if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } | 
 |                 if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } | 
 |                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | 
 |                     continue; | 
 |  | 
 |                 // Apply scissor/clipping rectangle, Draw | 
 |                 wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); | 
 |                 wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); | 
 |             } | 
 |         } | 
 |         global_idx_offset += cmd_list->IdxBuffer.Size; | 
 |         global_vtx_offset += cmd_list->VtxBuffer.Size; | 
 |     } | 
 | } | 
 |  | 
 | static void ImGui_ImplWGPU_CreateFontsTexture() | 
 | { | 
 |     // Build texture atlas | 
 |     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | 
 |     ImGuiIO& io = ImGui::GetIO(); | 
 |     unsigned char* pixels; | 
 |     int width, height, size_pp; | 
 |     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp); | 
 |  | 
 |     // Upload texture to graphics system | 
 |     { | 
 |         WGPUTextureDescriptor tex_desc = {}; | 
 |         tex_desc.label = "Dear ImGui Font Texture"; | 
 |         tex_desc.dimension = WGPUTextureDimension_2D; | 
 |         tex_desc.size.width = width; | 
 |         tex_desc.size.height = height; | 
 |         tex_desc.size.depthOrArrayLayers = 1; | 
 |         tex_desc.sampleCount = 1; | 
 |         tex_desc.format = WGPUTextureFormat_RGBA8Unorm; | 
 |         tex_desc.mipLevelCount = 1; | 
 |         tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; | 
 |         bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc); | 
 |  | 
 |         WGPUTextureViewDescriptor tex_view_desc = {}; | 
 |         tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; | 
 |         tex_view_desc.dimension = WGPUTextureViewDimension_2D; | 
 |         tex_view_desc.baseMipLevel = 0; | 
 |         tex_view_desc.mipLevelCount = 1; | 
 |         tex_view_desc.baseArrayLayer = 0; | 
 |         tex_view_desc.arrayLayerCount = 1; | 
 |         tex_view_desc.aspect = WGPUTextureAspect_All; | 
 |         bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc); | 
 |     } | 
 |  | 
 |     // Upload texture data | 
 |     { | 
 |         WGPUImageCopyTexture dst_view = {}; | 
 |         dst_view.texture = bd->renderResources.FontTexture; | 
 |         dst_view.mipLevel = 0; | 
 |         dst_view.origin = { 0, 0, 0 }; | 
 |         dst_view.aspect = WGPUTextureAspect_All; | 
 |         WGPUTextureDataLayout layout = {}; | 
 |         layout.offset = 0; | 
 |         layout.bytesPerRow = width * size_pp; | 
 |         layout.rowsPerImage = height; | 
 |         WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; | 
 |         wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); | 
 |     } | 
 |  | 
 |     // Create the associated sampler | 
 |     // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) | 
 |     { | 
 |         WGPUSamplerDescriptor sampler_desc = {}; | 
 |         sampler_desc.minFilter = WGPUFilterMode_Linear; | 
 |         sampler_desc.magFilter = WGPUFilterMode_Linear; | 
 |         sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; | 
 |         sampler_desc.addressModeU = WGPUAddressMode_Repeat; | 
 |         sampler_desc.addressModeV = WGPUAddressMode_Repeat; | 
 |         sampler_desc.addressModeW = WGPUAddressMode_Repeat; | 
 |         sampler_desc.maxAnisotropy = 1; | 
 |         bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); | 
 |     } | 
 |  | 
 |     // Store our identifier | 
 |     static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); | 
 |     io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView); | 
 | } | 
 |  | 
 | static void ImGui_ImplWGPU_CreateUniformBuffer() | 
 | { | 
 |     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | 
 |     WGPUBufferDescriptor ub_desc = | 
 |     { | 
 |         nullptr, | 
 |         "Dear ImGui Uniform buffer", | 
 |         WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, | 
 |         MEMALIGN(sizeof(Uniforms), 16), | 
 |         false | 
 |     }; | 
 |     bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc); | 
 | } | 
 |  | 
 | bool ImGui_ImplWGPU_CreateDeviceObjects() | 
 | { | 
 |     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | 
 |     if (!bd->wgpuDevice) | 
 |         return false; | 
 |     if (bd->pipelineState) | 
 |         ImGui_ImplWGPU_InvalidateDeviceObjects(); | 
 |  | 
 |     // Create render pipeline | 
 |     WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; | 
 |     graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; | 
 |     graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; | 
 |     graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; | 
 |     graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; | 
 |     graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState; | 
 |  | 
 |     // Bind group layouts | 
 |     WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; | 
 |     common_bg_layout_entries[0].binding = 0; | 
 |     common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; | 
 |     common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform; | 
 |     common_bg_layout_entries[1].binding = 1; | 
 |     common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment; | 
 |     common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering; | 
 |  | 
 |     WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {}; | 
 |     image_bg_layout_entries[0].binding = 0; | 
 |     image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment; | 
 |     image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float; | 
 |     image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D; | 
 |  | 
 |     WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {}; | 
 |     common_bg_layout_desc.entryCount = 2; | 
 |     common_bg_layout_desc.entries = common_bg_layout_entries; | 
 |  | 
 |     WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {}; | 
 |     image_bg_layout_desc.entryCount = 1; | 
 |     image_bg_layout_desc.entries = image_bg_layout_entries; | 
 |  | 
 |     WGPUBindGroupLayout bg_layouts[2]; | 
 |     bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc); | 
 |     bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc); | 
 |  | 
 |     WGPUPipelineLayoutDescriptor layout_desc = {}; | 
 |     layout_desc.bindGroupLayoutCount = 2; | 
 |     layout_desc.bindGroupLayouts = bg_layouts; | 
 |     graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc); | 
 |  | 
 |     // Create the vertex shader | 
 |     WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl); | 
 |     graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; | 
 |     graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; | 
 |  | 
 |     // Vertex input configuration | 
 |     WGPUVertexAttribute attribute_desc[] = | 
 |     { | 
 |         { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, | 
 |         { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv),  1 }, | 
 |         { WGPUVertexFormat_Unorm8x4,  (uint64_t)offsetof(ImDrawVert, col), 2 }, | 
 |     }; | 
 |  | 
 |     WGPUVertexBufferLayout buffer_layouts[1]; | 
 |     buffer_layouts[0].arrayStride = sizeof(ImDrawVert); | 
 |     buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex; | 
 |     buffer_layouts[0].attributeCount = 3; | 
 |     buffer_layouts[0].attributes = attribute_desc; | 
 |  | 
 |     graphics_pipeline_desc.vertex.bufferCount = 1; | 
 |     graphics_pipeline_desc.vertex.buffers = buffer_layouts; | 
 |  | 
 |     // Create the pixel shader | 
 |     WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl); | 
 |  | 
 |     // Create the blending setup | 
 |     WGPUBlendState blend_state = {}; | 
 |     blend_state.alpha.operation = WGPUBlendOperation_Add; | 
 |     blend_state.alpha.srcFactor = WGPUBlendFactor_One; | 
 |     blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; | 
 |     blend_state.color.operation = WGPUBlendOperation_Add; | 
 |     blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha; | 
 |     blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; | 
 |  | 
 |     WGPUColorTargetState color_state = {}; | 
 |     color_state.format = bd->renderTargetFormat; | 
 |     color_state.blend = &blend_state; | 
 |     color_state.writeMask = WGPUColorWriteMask_All; | 
 |  | 
 |     WGPUFragmentState fragment_state = {}; | 
 |     fragment_state.module = pixel_shader_desc.module; | 
 |     fragment_state.entryPoint = pixel_shader_desc.entryPoint; | 
 |     fragment_state.targetCount = 1; | 
 |     fragment_state.targets = &color_state; | 
 |  | 
 |     graphics_pipeline_desc.fragment = &fragment_state; | 
 |  | 
 |     // Create depth-stencil State | 
 |     WGPUDepthStencilState depth_stencil_state = {}; | 
 |     depth_stencil_state.format = bd->depthStencilFormat; | 
 |     depth_stencil_state.depthWriteEnabled = false; | 
 |     depth_stencil_state.depthCompare = WGPUCompareFunction_Always; | 
 |     depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; | 
 |     depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; | 
 |     depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep; | 
 |     depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep; | 
 |     depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; | 
 |     depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep; | 
 |     depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep; | 
 |     depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep; | 
 |  | 
 |     // Configure disabled depth-stencil state | 
 |     graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr :  &depth_stencil_state; | 
 |  | 
 |     bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc); | 
 |  | 
 |     ImGui_ImplWGPU_CreateFontsTexture(); | 
 |     ImGui_ImplWGPU_CreateUniformBuffer(); | 
 |  | 
 |     // Create resource bind group | 
 |     WGPUBindGroupEntry common_bg_entries[] = | 
 |     { | 
 |         { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 }, | 
 |         { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 }, | 
 |     }; | 
 |  | 
 |     WGPUBindGroupDescriptor common_bg_descriptor = {}; | 
 |     common_bg_descriptor.layout = bg_layouts[0]; | 
 |     common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); | 
 |     common_bg_descriptor.entries = common_bg_entries; | 
 |     bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); | 
 |  | 
 |     WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView); | 
 |     bd->renderResources.ImageBindGroup = image_bind_group; | 
 |     bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; | 
 |     bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group); | 
 |  | 
 |     SafeRelease(vertex_shader_desc.module); | 
 |     SafeRelease(pixel_shader_desc.module); | 
 |     SafeRelease(graphics_pipeline_desc.layout); | 
 |     SafeRelease(bg_layouts[0]); | 
 |  | 
 |     return true; | 
 | } | 
 |  | 
 | void ImGui_ImplWGPU_InvalidateDeviceObjects() | 
 | { | 
 |     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | 
 |     if (!bd->wgpuDevice) | 
 |         return; | 
 |  | 
 |     SafeRelease(bd->pipelineState); | 
 |     SafeRelease(bd->renderResources); | 
 |  | 
 |     ImGuiIO& io = ImGui::GetIO(); | 
 |     io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. | 
 |  | 
 |     for (unsigned int i = 0; i < bd->numFramesInFlight; i++) | 
 |         SafeRelease(bd->pFrameResources[i]); | 
 | } | 
 |  | 
 | bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) | 
 | { | 
 |     ImGuiIO& io = ImGui::GetIO(); | 
 |     IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); | 
 |  | 
 |     // Setup backend capabilities flags | 
 |     ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); | 
 |     io.BackendRendererUserData = (void*)bd; | 
 |     io.BackendRendererName = "imgui_impl_webgpu"; | 
 |     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. | 
 |  | 
 |     bd->initInfo = *init_info; | 
 |     bd->wgpuDevice = init_info->Device; | 
 |     bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); | 
 |     bd->renderTargetFormat = init_info->RenderTargetFormat; | 
 |     bd->depthStencilFormat = init_info->DepthStencilFormat; | 
 |     bd->numFramesInFlight = init_info->NumFramesInFlight; | 
 |     bd->frameIndex = UINT_MAX; | 
 |  | 
 |     bd->renderResources.FontTexture = nullptr; | 
 |     bd->renderResources.FontTextureView = nullptr; | 
 |     bd->renderResources.Sampler = nullptr; | 
 |     bd->renderResources.Uniforms = nullptr; | 
 |     bd->renderResources.CommonBindGroup = nullptr; | 
 |     bd->renderResources.ImageBindGroups.Data.reserve(100); | 
 |     bd->renderResources.ImageBindGroup = nullptr; | 
 |     bd->renderResources.ImageBindGroupLayout = nullptr; | 
 |  | 
 |     // Create buffers with a default size (they will later be grown as needed) | 
 |     bd->pFrameResources = new FrameResources[bd->numFramesInFlight]; | 
 |     for (int i = 0; i < bd->numFramesInFlight; i++) | 
 |     { | 
 |         FrameResources* fr = &bd->pFrameResources[i]; | 
 |         fr->IndexBuffer = nullptr; | 
 |         fr->VertexBuffer = nullptr; | 
 |         fr->IndexBufferHost = nullptr; | 
 |         fr->VertexBufferHost = nullptr; | 
 |         fr->IndexBufferSize = 10000; | 
 |         fr->VertexBufferSize = 5000; | 
 |     } | 
 |  | 
 |     return true; | 
 | } | 
 |  | 
 | void ImGui_ImplWGPU_Shutdown() | 
 | { | 
 |     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | 
 |     IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); | 
 |     ImGuiIO& io = ImGui::GetIO(); | 
 |  | 
 |     ImGui_ImplWGPU_InvalidateDeviceObjects(); | 
 |     delete[] bd->pFrameResources; | 
 |     bd->pFrameResources = nullptr; | 
 |     wgpuQueueRelease(bd->defaultQueue); | 
 |     bd->wgpuDevice = nullptr; | 
 |     bd->numFramesInFlight = 0; | 
 |     bd->frameIndex = UINT_MAX; | 
 |  | 
 |     io.BackendRendererName = nullptr; | 
 |     io.BackendRendererUserData = nullptr; | 
 |     io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; | 
 |     IM_DELETE(bd); | 
 | } | 
 |  | 
 | void ImGui_ImplWGPU_NewFrame() | 
 | { | 
 |     ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); | 
 |     if (!bd->pipelineState) | 
 |         ImGui_ImplWGPU_CreateDeviceObjects(); | 
 | } | 
 |  | 
 | //----------------------------------------------------------------------------- | 
 |  | 
 | #endif // #ifndef IMGUI_DISABLE |