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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.)
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// 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
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
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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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// 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
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# pragma once
# 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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// 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 ;
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PipelineMultisampleState . mask = UINT32_MAX ;
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PipelineMultisampleState . alphaToCoverageEnabled = false ;
}
} ;
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplWGPU_Init ( ImGui_ImplWGPU_InitInfo * init_info ) ;
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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 ( ) ;
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IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects ( ) ;
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// (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 ) ;
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// [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 ;
} ;
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# endif // #ifndef IMGUI_DISABLE