// 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: Large meshes support (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 #ifndef IMGUI_DISABLE #include IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined); 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(); #endif // #ifndef IMGUI_DISABLE