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| author | grm <grm@eyesin.space> | 2026-03-14 02:29:15 +0200 |
|---|---|---|
| committer | grm <grm@eyesin.space> | 2026-03-14 02:29:15 +0200 |
| commit | 650e5afde271d22b3653832daf339e1bd09a10d6 (patch) | |
| tree | cc5e536b0150de1109daa43a055547d2266e60dd /lib/imgui-1.92.6/backends/imgui_impl_wgpu.h | |
| parent | 20e64711ce2a09b657fb79d59cb824e9e34d2b07 (diff) | |
| download | cgame-master.tar.gz cgame-master.tar.bz2 cgame-master.zip | |
Diffstat (limited to 'lib/imgui-1.92.6/backends/imgui_impl_wgpu.h')
| -rw-r--r-- | lib/imgui-1.92.6/backends/imgui_impl_wgpu.h | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/lib/imgui-1.92.6/backends/imgui_impl_wgpu.h b/lib/imgui-1.92.6/backends/imgui_impl_wgpu.h new file mode 100644 index 0000000..5222345 --- /dev/null +++ b/lib/imgui-1.92.6/backends/imgui_impl_wgpu.h @@ -0,0 +1,130 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL2, SDL3) +// (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess) + +// When targeting native platforms: +// - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU *must* be provided. +// When targeting Emscripten: +// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN is Emscripten version is 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'. +// - We can still define IMGUI_IMPL_WEBGPU_BACKEND_WGPU to use Emscripten '-s USE_WEBGPU=1' which is marked as obsolete by Emscripten. +// Add #define to your imconfig.h file, or as a compilation flag in your build system. +// This requirement may 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 + +// Setup Emscripten default if not specified. +#if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#include <emscripten/version.h> + +#ifdef __EMSCRIPTEN_MAJOR__ +#if (__EMSCRIPTEN_MAJOR__ >= 4) && (__EMSCRIPTEN_MINOR__ >= 0) && (__EMSCRIPTEN_TINY__ >= 10) +#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN +#else +#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU +#endif +#else +#if (__EMSCRIPTEN_major__ >= 4) && (__EMSCRIPTEN_minor__ >= 0) && (__EMSCRIPTEN_tiny__ >= 10) +#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN +#else +#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU +#endif +#endif +#endif + +#include <webgpu/webgpu.h> +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__) +#include <webgpu/wgpu.h> // WGPULogLevel +#endif + +// Initialization data, for ImGui_ImplWGPU_Init() +struct ImGui_ImplWGPU_InitInfo +{ + WGPUDevice Device = nullptr; + 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 = nullptr 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; +}; + +//------------------------------------------------------------------------- +// Internal Helpers +// Those are currently used by our example applications. +//------------------------------------------------------------------------- + +// (Optional) Helper to wrap some of the Dawn/WGPU/Emscripten quirks +bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status); +bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(WGPUSurfaceGetCurrentTextureStatus status); // Return whether the texture is suboptimal and may need to be recreated. + +// (Optional) Helper for debugging/logging +void ImGui_ImplWGPU_DebugPrintAdapterInfo(const WGPUAdapter& adapter); +const char* ImGui_ImplWGPU_GetBackendTypeName(WGPUBackendType type); +const char* ImGui_ImplWGPU_GetAdapterTypeName(WGPUAdapterType type); +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +const char* ImGui_ImplWGPU_GetDeviceLostReasonName(WGPUDeviceLostReason type); +const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type); +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__) +const char* ImGui_ImplWGPU_GetLogLevelName(WGPULogLevel level); +#endif + +// (Optional) Helper to create a surface on macOS/Wayland/X11/Window +#ifndef __EMSCRIPTEN__ +struct ImGui_ImplWGPU_CreateSurfaceInfo +{ + WGPUInstance Instance; + const char* System; // "cocoa" | "wayland" | "x11" | "win32" + void* RawWindow; // NSWindow* | 0 | Window | HWND + void* RawDisplay; // 0 | wl_display* | Display* | 0 + void* RawSurface; // | wl_surface* | 0 | 0 + void* RawInstance; // 0 | 0 | 0 | HINSTANCE +}; +WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info); +#endif // #ifndef __EMSCRIPTEN__ + +#endif // #ifndef IMGUI_DISABLE |
