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Backends: DX11, DX12, Vulkan, WGPU: Expose some backend-specific render state usable for callbacks. (#6969, #5834, #7468, #3590)
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10 changed files with 109 additions and 11 deletions
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@ -12,6 +12,7 @@
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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: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'.
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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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@ -54,4 +55,13 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
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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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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in io.BackendRendererRenderState during the ImGui_ImplWGPU_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplWGPU_RenderState
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{
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WGPUDevice Device;
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WGPURenderPassEncoder RenderPassEncoder;
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};
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#endif // #ifndef IMGUI_DISABLE
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