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- // 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.)
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
- // [X] Renderer: Support for large meshes (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.
- // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
- // Read online: https://github.com/ocornut/imgui/tree/master/docs
- #pragma once
- #include "imgui.h" // IMGUI_IMPL_API
- #include <webgpu/webgpu.h>
- IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format);
- 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();
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