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Diffstat (limited to 'imgui-1.92.1/backends/imgui_impl_wgpu.h')
| -rw-r--r-- | imgui-1.92.1/backends/imgui_impl_wgpu.h | 71 |
1 files changed, 0 insertions, 71 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_wgpu.h b/imgui-1.92.1/backends/imgui_impl_wgpu.h deleted file mode 100644 index 61d2d23..0000000 --- a/imgui-1.92.1/backends/imgui_impl_wgpu.h +++ /dev/null @@ -1,71 +0,0 @@ -// 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/ImTextureRef! -// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). -// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. -// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). - -// 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 bool ImGui_ImplWGPU_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); - -// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. -IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex); - -// [BETA] Selected render state data shared with callbacks. -// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call. -// (Please open an issue if you feel you need access to more data) -struct ImGui_ImplWGPU_RenderState -{ - WGPUDevice Device; - WGPURenderPassEncoder RenderPassEncoder; -}; - -#endif // #ifndef IMGUI_DISABLE |
