mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-18 02:26:06 +01:00
58 lines
2.7 KiB
C
58 lines
2.7 KiB
C
// 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!
|
|
// [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.
|
|
// 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 void ImGui_ImplWGPU_InvalidateDeviceObjects();
|
|
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|