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+// Dear ImGui: standalone example application for using SDL2 + WebGPU
+// - Emscripten is supported for publishing on web. See https://emscripten.org.
+// - Dawn is used as a WebGPU implementation on desktop.
+
+// 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
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_wgpu.h"
+#include <stdio.h>
+#include <SDL.h>
+
+// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <emscripten/html5.h>
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+#include <emscripten/html5_webgpu.h>
+#endif
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+#include <webgpu/webgpu_cpp.h>
+#endif
+
+// Data
+static WGPUInstance wgpu_instance = nullptr;
+static WGPUDevice wgpu_device = nullptr;
+static WGPUSurface wgpu_surface = nullptr;
+static WGPUQueue wgpu_queue = nullptr;
+static WGPUSurfaceConfiguration wgpu_surface_configuration = {};
+static int wgpu_surface_width = 1280;
+static int wgpu_surface_height = 800;
+
+// Forward declarations
+static bool InitWGPU(SDL_Window* window);
+WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window);
+
+static void ResizeSurface(int width, int height)
+{
+ wgpu_surface_configuration.width = wgpu_surface_width = width;
+ wgpu_surface_configuration.height = wgpu_surface_height = height;
+ wgpuSurfaceConfigure(wgpu_surface, (WGPUSurfaceConfiguration*)&wgpu_surface_configuration);
+}
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER);
+
+ // Create window with graphics context
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
+ SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+WebGPU example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, wgpu_surface_width, wgpu_surface_height, window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Initialize WGPU
+ InitWGPU(window);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL2_InitForOther(window);
+ ImGui_ImplWGPU_InitInfo init_info;
+ init_info.Device = wgpu_device;
+ init_info.NumFramesInFlight = 3;
+ init_info.RenderTargetFormat = wgpu_surface_configuration.format;
+ init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
+ ImGui_ImplWGPU_Init(&init_info);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
+ //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+#endif
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+#ifdef __EMSCRIPTEN__
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+ // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = nullptr;
+ EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+ while (!done)
+#endif
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // React to changes in screen size
+ int width, height;
+ SDL_GetWindowSize(window, &width, &height);
+ if (width != wgpu_surface_width || height != wgpu_surface_height)
+ ResizeSurface(width, height);
+
+ // Check surface status for error. If texture is not optimal, try to reconfigure the surface.
+ WGPUSurfaceTexture surface_texture;
+ wgpuSurfaceGetCurrentTexture(wgpu_surface, &surface_texture);
+ if (ImGui_ImplWGPU_IsSurfaceStatusError(surface_texture.status))
+ {
+ fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status);
+ abort();
+ }
+ if (ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(surface_texture.status))
+ {
+ if (surface_texture.texture)
+ wgpuTextureRelease(surface_texture.texture);
+ if (width > 0 && height > 0)
+ ResizeSurface(width, height);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplWGPU_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+
+ WGPUTextureViewDescriptor view_desc = {};
+ view_desc.format = wgpu_surface_configuration.format;
+ view_desc.dimension = WGPUTextureViewDimension_2D;
+ view_desc.mipLevelCount = WGPU_MIP_LEVEL_COUNT_UNDEFINED;
+ view_desc.arrayLayerCount = WGPU_ARRAY_LAYER_COUNT_UNDEFINED;
+ view_desc.aspect = WGPUTextureAspect_All;
+
+ WGPUTextureView texture_view = wgpuTextureCreateView(surface_texture.texture, &view_desc);
+
+ WGPURenderPassColorAttachment color_attachments = {};
+ color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+ color_attachments.loadOp = WGPULoadOp_Clear;
+ color_attachments.storeOp = WGPUStoreOp_Store;
+ color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ color_attachments.view = texture_view;
+
+ WGPURenderPassDescriptor render_pass_desc = {};
+ render_pass_desc.colorAttachmentCount = 1;
+ render_pass_desc.colorAttachments = &color_attachments;
+ render_pass_desc.depthStencilAttachment = nullptr;
+
+ WGPUCommandEncoderDescriptor enc_desc = {};
+ WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
+ ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
+ wgpuRenderPassEncoderEnd(pass);
+
+ WGPUCommandBufferDescriptor cmd_buffer_desc = {};
+ WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
+ wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer);
+
+#ifndef __EMSCRIPTEN__
+ wgpuSurfacePresent(wgpu_surface);
+ // Tick needs to be called in Dawn to display validation errors
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+ wgpuDeviceTick(wgpu_device);
+#endif
+#endif
+ wgpuTextureViewRelease(texture_view);
+ wgpuRenderPassEncoderRelease(pass);
+ wgpuCommandEncoderRelease(encoder);
+ wgpuCommandBufferRelease(cmd_buffer);
+ }
+#ifdef __EMSCRIPTEN__
+ EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+ // Cleanup
+ ImGui_ImplWGPU_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ wgpuSurfaceUnconfigure(wgpu_surface);
+ wgpuSurfaceRelease(wgpu_surface);
+ wgpuQueueRelease(wgpu_queue);
+ wgpuDeviceRelease(wgpu_device);
+ wgpuInstanceRelease(wgpu_instance);
+
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
+
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+static WGPUAdapter RequestAdapter(wgpu::Instance& instance)
+{
+ wgpu::Adapter acquired_adapter;
+ wgpu::RequestAdapterOptions adapter_options;
+ auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message)
+ {
+ if (status != wgpu::RequestAdapterStatus::Success)
+ {
+ printf("Failed to get an adapter: %s\n", message.data);
+ return;
+ }
+ acquired_adapter = std::move(adapter);
+ };
+
+ // Synchronously (wait until) acquire Adapter
+ wgpu::Future waitAdapterFunc { instance.RequestAdapter(&adapter_options, wgpu::CallbackMode::WaitAnyOnly, onRequestAdapter) };
+ wgpu::WaitStatus waitStatusAdapter = instance.WaitAny(waitAdapterFunc, UINT64_MAX);
+ IM_ASSERT(acquired_adapter != nullptr && waitStatusAdapter == wgpu::WaitStatus::Success && "Error on Adapter request");
+ return acquired_adapter.MoveToCHandle();
+}
+
+static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter)
+{
+ // Set device callback functions
+ wgpu::DeviceDescriptor device_desc;
+ device_desc.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous,
+ [](const wgpu::Device&, wgpu::DeviceLostReason type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetDeviceLostReasonName((WGPUDeviceLostReason)type), msg.data); }
+ );
+ device_desc.SetUncapturedErrorCallback(
+ [](const wgpu::Device&, wgpu::ErrorType type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetErrorTypeName((WGPUErrorType)type), msg.data); }
+ );
+
+ wgpu::Device acquired_device;
+ auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message)
+ {
+ if (status != wgpu::RequestDeviceStatus::Success)
+ {
+ printf("Failed to get an device: %s\n", message.data);
+ return;
+ }
+ acquired_device = std::move(local_device);
+ };
+
+ // Synchronously (wait until) get Device
+ wgpu::Future waitDeviceFunc { adapter.RequestDevice(&device_desc, wgpu::CallbackMode::WaitAnyOnly, onRequestDevice) };
+ wgpu::WaitStatus waitStatusDevice = instance.WaitAny(waitDeviceFunc, UINT64_MAX);
+ IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
+ return acquired_device.MoveToCHandle();
+}
+#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+#ifdef __EMSCRIPTEN__
+// Adapter and device initialization via JS
+EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (),
+{
+ if (!navigator.gpu)
+ throw Error("WebGPU not supported.");
+ const adapter = await navigator.gpu.requestAdapter();
+ const device = await adapter.requestDevice();
+ Module.preinitializedWebGPUDevice = device;
+} );
+#else // __EMSCRIPTEN__
+static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
+{
+ if (status == WGPURequestAdapterStatus_Success)
+ {
+ WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
+ *extAdapter = adapter;
+ }
+ else
+ {
+ printf("Request_adapter status=%#.8x message=%.*s\n", status, (int)message.length, message.data);
+ }
+}
+
+static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
+{
+ if (status == WGPURequestDeviceStatus_Success)
+ {
+ WGPUDevice* extDevice = (WGPUDevice*)userdata1;
+ *extDevice = device;
+ }
+ else
+ {
+ printf("Request_device status=%#.8x message=%.*s\n", status, (int)message.length, message.data);
+ }
+}
+
+static WGPUAdapter RequestAdapter(WGPUInstance& instance)
+{
+ WGPURequestAdapterOptions adapter_options = {};
+
+ WGPUAdapter local_adapter;
+ WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
+ adapterCallbackInfo.callback = handle_request_adapter;
+ adapterCallbackInfo.userdata1 = &local_adapter;
+
+ wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
+ IM_ASSERT(local_adapter && "Error on Adapter request");
+ return local_adapter;
+}
+
+static WGPUDevice RequestDevice(WGPUAdapter& adapter)
+{
+ WGPUDevice local_device;
+ WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
+ deviceCallbackInfo.callback = handle_request_device;
+ deviceCallbackInfo.userdata1 = &local_device;
+ wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
+ IM_ASSERT(local_device && "Error on Device request");
+ return local_device;
+}
+#endif // __EMSCRIPTEN__
+#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
+
+static bool InitWGPU(SDL_Window* window)
+{
+ WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities
+
+ // Google DAWN backend: Adapter and Device acquisition, Surface creation
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+ wgpu::InstanceDescriptor instance_desc = {};
+ static constexpr wgpu::InstanceFeatureName timedWaitAny = wgpu::InstanceFeatureName::TimedWaitAny;
+ instance_desc.requiredFeatureCount = 1;
+ instance_desc.requiredFeatures = &timedWaitAny;
+ wgpu::Instance instance = wgpu::CreateInstance(&instance_desc);
+
+ wgpu::Adapter adapter = RequestAdapter(instance);
+ ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter.Get());
+
+ wgpu_device = RequestDevice(instance, adapter);
+
+ // Create the surface.
+#ifdef __EMSCRIPTEN__
+ wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {};
+ canvas_desc.selector = "#canvas";
+
+ wgpu::SurfaceDescriptor surface_desc = {};
+ surface_desc.nextInChain = &canvas_desc;
+ wgpu::Surface surface = instance.CreateSurface(&surface_desc);
+#else
+ wgpu::Surface surface = CreateWGPUSurface(instance.Get(), window);
+#endif
+ if (!surface)
+ return false;
+
+ // Moving Dawn objects into WGPU handles
+ wgpu_instance = instance.MoveToCHandle();
+ wgpu_surface = surface.MoveToCHandle();
+
+ WGPUSurfaceCapabilities surface_capabilities = {};
+ wgpuSurfaceGetCapabilities(wgpu_surface, adapter.Get(), &surface_capabilities);
+
+ preferred_fmt = surface_capabilities.formats[0];
+
+ // WGPU backend: Adapter and Device acquisition, Surface creation
+#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+ wgpu_instance = wgpuCreateInstance(nullptr);
+
+#ifdef __EMSCRIPTEN__
+ getAdapterAndDeviceViaJS();
+
+ wgpu_device = emscripten_webgpu_get_device();
+ assert(wgpu_device != nullptr && "Error creating the Device");
+
+ WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
+ html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector;
+ html_surface_desc.selector = "#canvas";
+
+ WGPUSurfaceDescriptor surface_desc = {};
+ surface_desc.nextInChain = &html_surface_desc.chain;
+
+ // Create the surface.
+ wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc);
+ preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */);
+#else // __EMSCRIPTEN__
+ wgpuSetLogCallback(
+ [](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
+ );
+ wgpuSetLogLevel(WGPULogLevel_Warn);
+
+ WGPUAdapter adapter = RequestAdapter(wgpu_instance);
+ ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
+
+ wgpu_device = RequestDevice(adapter);
+
+ // Create the surface.
+ wgpu_surface = CreateWGPUSurface(wgpu_instance, window);
+ if (!wgpu_surface)
+ return false;
+
+ WGPUSurfaceCapabilities surface_capabilities = {};
+ wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities);
+
+ preferred_fmt = surface_capabilities.formats[0];
+#endif // __EMSCRIPTEN__
+#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
+
+ wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo;
+ wgpu_surface_configuration.alphaMode = WGPUCompositeAlphaMode_Auto;
+ wgpu_surface_configuration.usage = WGPUTextureUsage_RenderAttachment;
+ wgpu_surface_configuration.width = wgpu_surface_width;
+ wgpu_surface_configuration.height = wgpu_surface_height;
+ wgpu_surface_configuration.device = wgpu_device;
+ wgpu_surface_configuration.format = preferred_fmt;
+
+ wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration);
+ wgpu_queue = wgpuDeviceGetQueue(wgpu_device);
+
+ return true;
+}
+
+// SDL2 helper to create a WebGPU surface (exclusively!) for Native/Desktop applications: available only together with WebGPU/WGPU backend
+// As of today (2025/10/31) there is no "official" support in SDL2 to create a surface for WebGPU backend.
+// This stub uses "low level" SDL2 calls to acquire information from a specific Window Manager.
+// Currently supported platforms: Windows / Linux (X11 and Wayland) / MacOS. Not necessary nor available with EMSCRIPTEN.
+#ifndef __EMSCRIPTEN__
+
+#include <SDL_syswm.h>
+#undef Status // X11 headers are leaking this and also 'Success', 'Always', 'None', all used in DAWN api. Add #undef if necessary.
+
+WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window)
+{
+ SDL_SysWMinfo sysWMInfo;
+ SDL_VERSION(&sysWMInfo.version);
+ SDL_GetWindowWMInfo(window, &sysWMInfo);
+
+ ImGui_ImplWGPU_CreateSurfaceInfo create_info = {};
+ create_info.Instance = instance;
+#if defined(SDL_VIDEO_DRIVER_COCOA)
+ {
+ create_info.System = "cocoa";
+ create_info.RawWindow = (void*)sysWMInfo.info.cocoa.window;
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#elif defined(SDL_VIDEO_DRIVER_WAYLAND) || defined(SDL_VIDEO_DRIVER_X11)
+ const char* sdl_driver = SDL_GetCurrentVideoDriver();
+ if (sdl_driver && strcmp(sdl_driver, "wayland") == 0)
+ {
+ create_info.System = "wayland";
+ create_info.RawDisplay = (void*)sysWMInfo.info.wl.display;
+ create_info.RawSurface = (void*)sysWMInfo.info.wl.surface;
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+ else
+ {
+ create_info.System = "x11";
+ create_info.RawWindow = (void*)sysWMInfo.info.x11.window;
+ create_info.RawDisplay = (void*)sysWMInfo.info.x11.display;
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#elif defined(SDL_VIDEO_DRIVER_WINDOWS)
+ {
+ create_info.System = "win32";
+ create_info.RawWindow = (void*)sysWMInfo.info.win.window;
+ create_info.RawInstance = (void*)sysWMInfo.info.win.hinstance;
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#else
+#error "Unsupported WebGPU native platform!"
+#endif
+ return nullptr;
+}
+#endif // #ifndef __EMSCRIPTEN__