| // 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 |
| #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(); |