74 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
// 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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// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten),
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// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided.
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// Add #define to your imconfig.h file, or as a compilation flag in your build system.
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// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface.
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//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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//#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).
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// Missing features or Issues:
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//  [ ] 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:
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// - FAQ                  https://dearimgui.com/faq
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// - Getting Started      https://dearimgui.com/getting-started
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// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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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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// Initialization data, for ImGui_ImplWGPU_Init()
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struct ImGui_ImplWGPU_InitInfo
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{
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    WGPUDevice              Device;
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    int                     NumFramesInFlight = 3;
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    WGPUTextureFormat       RenderTargetFormat = WGPUTextureFormat_Undefined;
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    WGPUTextureFormat       DepthStencilFormat = WGPUTextureFormat_Undefined;
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    WGPUMultisampleState    PipelineMultisampleState = {};
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    ImGui_ImplWGPU_InitInfo()
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    {
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        PipelineMultisampleState.count = 1;
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        PipelineMultisampleState.mask = UINT32_MAX;
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        PipelineMultisampleState.alphaToCoverageEnabled = false;
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    }
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};
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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();
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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 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.
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IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplWGPU_RenderState
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{
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    WGPUDevice                  Device;
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    WGPURenderPassEncoder       RenderPassEncoder;
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};
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#endif // #ifndef IMGUI_DISABLE
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