2021-01-28 10:37:34 +00:00
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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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2021-01-28 11:11:26 +00:00
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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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2021-01-28 10:37:34 +00:00
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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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2023-02-07 11:24:42 +00:00
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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2021-01-28 10:37:34 +00:00
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2022-11-07 20:35:05 +00:00
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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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2021-05-27 11:59:35 +00:00
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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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2023-09-11 11:47:08 +00:00
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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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2021-01-28 10:37:34 +00:00
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#pragma once
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2021-01-28 11:11:26 +00:00
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#include "imgui.h" // IMGUI_IMPL_API
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2023-07-13 09:27:52 +00:00
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#ifndef IMGUI_DISABLE
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2021-01-28 10:37:34 +00:00
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#include <webgpu/webgpu.h>
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2022-11-07 20:35:05 +00:00
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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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2021-01-28 10:37:34 +00:00
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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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2023-07-13 09:27:52 +00:00
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#endif // #ifndef IMGUI_DISABLE
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