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								// dear imgui: Renderer for WebGPU
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								// This needs to be used along with a Platform Binding (e.g. GLFW)
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								// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
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								// Implemented features:
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								//  [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
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								//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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								// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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								// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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								// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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								// Read online: https://github.com/ocornut/imgui/tree/master/docs
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								#pragma once
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								#include "imgui.h"          // IMGUI_IMPL_API
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								#ifndef IMGUI_DISABLE
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								#include <webgpu/webgpu.h>
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								IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined);
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								IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
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								IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
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								IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
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								// Use if you want to reset your rendering device without losing Dear ImGui state.
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								IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
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								IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
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								#endif // #ifndef IMGUI_DISABLE
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