aboutsummaryrefslogtreecommitdiff
path: root/CSV Editor/vendor/ImGui/backends/imgui_impl_wgpu.h
blob: 2e19ea36ea9fec8b5f24fb27078a757ea75ffbc6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
// 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.
// 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;
    }
};

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 void ImGui_ImplWGPU_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();

#endif // #ifndef IMGUI_DISABLE