// 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 #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 #include // 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 = NULL 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 create a surface on macOS/Wayland/X11/Window #if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(__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 #endif // #ifndef IMGUI_DISABLE