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[Qt] Initial Imgui integration
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third_party/imgui/backends/imgui_impl_wgpu.h
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third_party/imgui/backends/imgui_impl_wgpu.h
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@ -4,17 +4,42 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Missing features:
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// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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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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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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#include <webgpu/webgpu.h>
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IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format);
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// Initialization data, for ImGui_ImplWGPU_Init()
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struct ImGui_ImplWGPU_InitInfo
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{
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WGPUDevice Device;
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int NumFramesInFlight = 3;
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WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
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WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
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WGPUMultisampleState PipelineMultisampleState = {};
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ImGui_ImplWGPU_InitInfo()
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{
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PipelineMultisampleState.count = 1;
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PipelineMultisampleState.mask = -1u;
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PipelineMultisampleState.alphaToCoverageEnabled = false;
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}
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};
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IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
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IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
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@ -22,3 +47,5 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
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#endif // #ifndef IMGUI_DISABLE
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