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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, SDL2, SDL3)
// (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess)
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// When targeting native platforms:
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// - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN, IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_WGVK *must* be provided.
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// When targeting Emscripten:
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// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN and requires Emscripten 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'.
// - Emscripten < 4.0.10 is not supported anymore (old '-sUSE_WEBGPU=1' option).
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// - We can still define IMGUI_IMPL_WEBGPU_BACKEND_WGPU to use Emscripten '-s USE_WEBGPU=1' which is marked as obsolete by Emscripten.
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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 may be removed once WebGPU stabilizes and backends converge on a unified interface.
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//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
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//#define IMGUI_IMPL_WEBGPU_BACKEND_WGVK
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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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// 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
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# include "imgui.h" // IMGUI_IMPL_API
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# ifndef IMGUI_DISABLE
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// Setup Emscripten default if not specified.
# if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
# include <emscripten/version.h>
# define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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# endif
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# include <webgpu/webgpu.h>
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# if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__)
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# include <webgpu/wgpu.h> // WGPULogLevel
# endif
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// Initialization data, for ImGui_ImplWGPU_Init()
struct ImGui_ImplWGPU_InitInfo
{
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WGPUDevice Device = nullptr ;
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int NumFramesInFlight = 3 ;
WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined ;
WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined ;
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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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} ;
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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 = nullptr 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)
struct ImGui_ImplWGPU_RenderState
{
WGPUDevice Device ;
WGPURenderPassEncoder RenderPassEncoder ;
} ;
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//-------------------------------------------------------------------------
// Internal Helpers
// Those are currently used by our example applications.
//-------------------------------------------------------------------------
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// (Optional) Helper to wrap some of the Dawn/WGPU/Emscripten quirks
bool ImGui_ImplWGPU_IsSurfaceStatusError ( WGPUSurfaceGetCurrentTextureStatus status ) ;
bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal ( WGPUSurfaceGetCurrentTextureStatus status ) ; // Return whether the texture is suboptimal and may need to be recreated.
// (Optional) Helper for debugging/logging
void ImGui_ImplWGPU_DebugPrintAdapterInfo ( const WGPUAdapter & adapter ) ;
const char * ImGui_ImplWGPU_GetBackendTypeName ( WGPUBackendType type ) ;
const char * ImGui_ImplWGPU_GetAdapterTypeName ( WGPUAdapterType type ) ;
# if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
const char * ImGui_ImplWGPU_GetDeviceLostReasonName ( WGPUDeviceLostReason type ) ;
const char * ImGui_ImplWGPU_GetErrorTypeName ( WGPUErrorType type ) ;
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# elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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const char * ImGui_ImplWGPU_GetLogLevelName ( WGPULogLevel level ) ;
# endif
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// (Optional) Helper to create a surface on macOS/Wayland/X11/Window
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# ifndef __EMSCRIPTEN__
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struct ImGui_ImplWGPU_CreateSurfaceInfo
{
WGPUInstance Instance ;
const char * System ; // "cocoa" | "wayland" | "x11" | "win32"
void * RawWindow ; // NSWindow* | 0 | Window | HWND
void * RawDisplay ; // 0 | wl_display* | Display* | 0
void * RawSurface ; // | wl_surface* | 0 | 0
void * RawInstance ; // 0 | 0 | 0 | HINSTANCE
} ;
WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper ( ImGui_ImplWGPU_CreateSurfaceInfo * info ) ;
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# endif // #ifndef __EMSCRIPTEN__
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# endif // #ifndef IMGUI_DISABLE