diff options
Diffstat (limited to 'Client/ThirdParty/imgui/backends/imgui_impl_wgpu.h')
-rw-r--r-- | Client/ThirdParty/imgui/backends/imgui_impl_wgpu.h | 25 |
1 files changed, 25 insertions, 0 deletions
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_wgpu.h b/Client/ThirdParty/imgui/backends/imgui_impl_wgpu.h new file mode 100644 index 0000000..ec10768 --- /dev/null +++ b/Client/ThirdParty/imgui/backends/imgui_impl_wgpu.h @@ -0,0 +1,25 @@ +// 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(); |