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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.)
-
-// 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