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	Backends, Examples: Added support for WebGPU and corresponding example (#3632)
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								examples/example_emscripten_wgpu/main.cpp
									
									
									
									
									
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								examples/example_emscripten_wgpu/main.cpp
									
									
									
									
									
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// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
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// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
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// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
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// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_wgpu.h"
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#include <stdio.h>
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#include <emscripten/html5_webgpu.h>
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#include <GLFW/glfw3.h>
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#include <webgpu/webgpu.h>
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#include <webgpu/webgpu_cpp.h>
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// Global WebGPU required states
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static WGPUDevice    wgpu_device = NULL;
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static WGPUSurface   wgpu_surface = NULL;
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static WGPUSwapChain wgpu_swap_chain = NULL;
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static int           wgpu_swap_chain_width = 0;
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static int           wgpu_swap_chain_height = 0;
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// States tracked across render frames
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static bool show_demo_window = true;
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static bool show_another_window = false;
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Forward declartions
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bool init_wgpu();
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void main_loop(void* window);
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void print_glfw_error(int error, const char* description);
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void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
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int main(int, char**)
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{
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    glfwSetErrorCallback(print_glfw_error);
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    if (!glfwInit())
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        return 1;
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    // Make sure GLFW does not initialize any graphics context.
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    // This needs to be done explicitly later
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    glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
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    if (!window) {
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        glfwTerminate();
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        return 1;
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    }
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    // Initialize the WebGPU environment
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    if (!init_wgpu()) {
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        if (window)
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            glfwDestroyWindow(window);
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        glfwTerminate();
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        return 1;
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    }
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    glfwShowWindow(window);
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    // Setup Dear ImGui context
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    IMGUI_CHECKVERSION();
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    ImGui::CreateContext();
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    ImGuiIO& io = ImGui::GetIO(); (void)io;
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
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    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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    io.IniFilename = NULL;
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    // Setup Dear ImGui style
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    ImGui::StyleColorsDark();
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    //ImGui::StyleColorsClassic();
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    // Setup Platform/Renderer backends
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    ImGui_ImplGlfw_InitForVulkan(window, true);
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    ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm);
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    // Load Fonts
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    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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    // - Read 'docs/FONTS.md' for more instructions and details.
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    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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    // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
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    //io.Fonts->AddFontDefault();
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#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
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    io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
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    //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
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    //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
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    //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
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    //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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    //IM_ASSERT(font != NULL);
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#endif
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    // This function will directly return and extit he main function.
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    // Make sure that no required objects get cleaned up.
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    // This way we can use the browsers 'requestAnimationFrame' to control the rendering.
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    emscripten_set_main_loop_arg(main_loop, window, 0, false);
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    return 0;
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}
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bool init_wgpu()
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{
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    wgpu_device = emscripten_webgpu_get_device();
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    if (!wgpu_device)
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        return false;
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    wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr);
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    // Use C++ wrapper due to malbehaviour in Emscripten.
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    // Some offset computation for wgpuInstanceCreateSurface in JavaScript
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    // seem to be inline with struct alignments in the C++ structure
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    wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc{};
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    html_surface_desc.selector = "#canvas";
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    wgpu::SurfaceDescriptor surface_desc{};
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    surface_desc.nextInChain = &html_surface_desc;
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    // Use 'null' instance
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    wgpu::Instance instance{};
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    wgpu_surface = instance.CreateSurface(&surface_desc).Release();
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    return true;
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}
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void main_loop(void* window)
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{
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    glfwPollEvents();
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    int width, height;
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    glfwGetFramebufferSize((GLFWwindow*) window, &width, &height);
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    // React to changes in screen size
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    if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
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    {
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        ImGui_ImplWGPU_InvalidateDeviceObjects();
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        if (wgpu_swap_chain)
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            wgpuSwapChainRelease(wgpu_swap_chain);
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        wgpu_swap_chain_width = width;
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        wgpu_swap_chain_height = height;
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        WGPUSwapChainDescriptor swap_chain_desc = {};
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        swap_chain_desc.usage = WGPUTextureUsage_OutputAttachment;
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        swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
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        swap_chain_desc.width = width;
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        swap_chain_desc.height = height;
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        swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
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        wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
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        ImGui_ImplWGPU_CreateDeviceObjects();
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    }
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    // Start the Dear ImGui frame
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    ImGui_ImplWGPU_NewFrame();
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    ImGui_ImplGlfw_NewFrame();
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    ImGui::NewFrame();
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    // 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!).
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    if (show_demo_window)
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        ImGui::ShowDemoWindow(&show_demo_window);
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    // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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    {
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        static float f = 0.0f;
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        static int counter = 0;
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        ImGui::Begin("Hello, world!");                                // Create a window called "Hello, world!" and append into it.
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        ImGui::Text("This is some useful text.");                     // Display some text (you can use a format strings too)
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        ImGui::Checkbox("Demo Window", &show_demo_window);            // Edit bools storing our window open/close state
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        ImGui::Checkbox("Another Window", &show_another_window);
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        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);                  // Edit 1 float using a slider from 0.0f to 1.0f
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        ImGui::ColorEdit3("clear color", (float*)&clear_color);       // Edit 3 floats representing a color
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        if (ImGui::Button("Button"))                                  // Buttons return true when clicked (most widgets return true when edited/activated)
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            counter++;
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        ImGui::SameLine();
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        ImGui::Text("counter = %d", counter);
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        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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        ImGui::End();
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    }
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    // 3. Show another simple window.
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    if (show_another_window)
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    {
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        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)
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        ImGui::Text("Hello from another window!");
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        if (ImGui::Button("Close Me"))
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            show_another_window = false;
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        ImGui::End();
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    }
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    // Render the generated ImGui frame
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    ImGui::Render();
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    WGPURenderPassColorAttachmentDescriptor color_attachments = {};
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    color_attachments.loadOp = WGPULoadOp_Clear;
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    color_attachments.storeOp = WGPUStoreOp_Store;
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    color_attachments.clearColor = { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
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    color_attachments.attachment = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
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    WGPURenderPassDescriptor render_pass_desc = {};
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    render_pass_desc.colorAttachmentCount = 1;
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    render_pass_desc.colorAttachments = &color_attachments;
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    render_pass_desc.depthStencilAttachment = nullptr;
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    WGPUCommandEncoderDescriptor enc_desc = {};
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    WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
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    WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
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    ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
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    wgpuRenderPassEncoderEndPass(pass);
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    WGPUCommandBufferDescriptor cmd_buffer_desc = {};
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    WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
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    WGPUQueue queue = wgpuDeviceGetDefaultQueue(wgpu_device);
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    wgpuQueueSubmit(queue, 1, &cmd_buffer);
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}
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void print_glfw_error(int error, const char* description)
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{
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    printf("Glfw Error %d: %s\n", error, description);
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}
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void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
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{
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    const char* error_type_lbl = "";
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    switch (error_type) {
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    case WGPUErrorType_Validation:
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        error_type_lbl = "Validation";
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        break;
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    case WGPUErrorType_OutOfMemory:
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        error_type_lbl = "Out of memory";
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        break;
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    case WGPUErrorType_Unknown:
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        error_type_lbl = "Unknown";
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        break;
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    case WGPUErrorType_DeviceLost:
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        error_type_lbl = "Device lost";
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        break;
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    default:
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        error_type_lbl = "Unknown";
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    }
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    printf("%s error: %s\n", error_type_lbl, message);
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}
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