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@ -15,9 +15,9 @@
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#include <webgpu/webgpu_cpp.h>
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// Global WebGPU required states
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static WGPUDevice wgpu_device = NULL;
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static WGPUSurface wgpu_surface = NULL;
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static WGPUSwapChain wgpu_swap_chain = NULL;
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static WGPUDevice wgpu_device = nullptr;
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static WGPUSurface wgpu_surface = nullptr;
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static WGPUSwapChain wgpu_swap_chain = nullptr;
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static int wgpu_swap_chain_width = 0;
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static int wgpu_swap_chain_height = 0;
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@ -37,7 +37,7 @@ int main(int, char**)
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// Make sure GLFW does not initialize any graphics context.
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// This needs to be done explicitly later.
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
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if (!window)
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{
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glfwTerminate();
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@ -63,7 +63,7 @@ int main(int, char**)
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = NULL;
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io.IniFilename = nullptr;
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -76,7 +76,7 @@ int main(int, char**)
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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@ -89,8 +89,8 @@ int main(int, char**)
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//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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#endif
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// This function will directly return and exit the main function.
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@ -107,7 +107,7 @@ static bool InitWGPU()
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if (!wgpu_device)
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return false;
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wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL);
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wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr);
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// Use C++ wrapper due to misbehavior in Emscripten.
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// Some offset computation for wgpuInstanceCreateSurface in JavaScript
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@ -211,7 +211,7 @@ static void MainLoopStep(void* window)
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WGPURenderPassDescriptor render_pass_desc = {};
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render_pass_desc.colorAttachmentCount = 1;
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render_pass_desc.colorAttachments = &color_attachments;
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render_pass_desc.depthStencilAttachment = NULL;
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render_pass_desc.depthStencilAttachment = nullptr;
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WGPUCommandEncoderDescriptor enc_desc = {};
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WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
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