| // 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 |