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- // 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/ImTextureRef!
- // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
- // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
- // [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
- // 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 bool ImGui_ImplWGPU_CreateDeviceObjects();
- IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
- // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
- IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
- // [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
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