1 | // dear imgui: Renderer for Vulkan
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2 | // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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3 |
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4 | // Implemented features:
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5 | // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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6 | // Missing features:
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7 | // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
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8 |
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9 | // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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10 | // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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11 | // https://github.com/ocornut/imgui
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12 |
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13 | // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
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14 | // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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15 |
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16 | // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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17 | // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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18 | // You will use those if you want to use this rendering back-end in your engine/app.
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19 | // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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20 | // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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21 | // Read comments in imgui_impl_vulkan.h.
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22 |
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23 | #pragma once
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24 | #include "imgui.h" // IMGUI_IMPL_API
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25 | #include <vulkan/vulkan.h>
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26 |
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27 | // Initialization data, for ImGui_ImplVulkan_Init()
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28 | // [Please zero-clear before use!]
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29 | struct ImGui_ImplVulkan_InitInfo
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30 | {
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31 | VkInstance Instance;
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32 | VkPhysicalDevice PhysicalDevice;
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33 | VkDevice Device;
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34 | uint32_t QueueFamily;
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35 | VkQueue Queue;
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36 | VkPipelineCache PipelineCache;
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37 | VkDescriptorPool DescriptorPool;
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38 | uint32_t MinImageCount; // >= 2
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39 | uint32_t ImageCount; // >= MinImageCount
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40 | VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
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41 | const VkAllocationCallbacks* Allocator;
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42 | void (*CheckVkResultFn)(VkResult err);
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43 | };
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44 |
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45 | // Called by user code
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46 | IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
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47 | IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
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48 | IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
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49 | IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
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50 | IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
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51 | IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
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52 | IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
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53 |
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54 |
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55 | //-------------------------------------------------------------------------
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56 | // Internal / Miscellaneous Vulkan Helpers
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57 | // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
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58 | //-------------------------------------------------------------------------
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59 | // You probably do NOT need to use or care about those functions.
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60 | // Those functions only exist because:
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61 | // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
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62 | // 2) the upcoming multi-viewport feature will need them internally.
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63 | // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
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64 | // but it is too much code to duplicate everywhere so we exceptionally expose them.
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65 | //
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66 | // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
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67 | // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
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68 | // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
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69 | //-------------------------------------------------------------------------
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70 |
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71 | struct ImGui_ImplVulkanH_Frame;
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72 | struct ImGui_ImplVulkanH_Window;
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73 |
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74 | // Helpers
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75 | IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
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76 | IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
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77 | IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
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78 | IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
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79 | IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
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80 |
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81 | // Helper structure to hold the data needed by one rendering frame
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82 | // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
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83 | // [Please zero-clear before use!]
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84 | struct ImGui_ImplVulkanH_Frame
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85 | {
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86 | VkCommandPool CommandPool;
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87 | VkCommandBuffer CommandBuffer;
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88 | VkFence Fence;
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89 | VkImage Backbuffer;
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90 | VkImageView BackbufferView;
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91 | VkFramebuffer Framebuffer;
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92 | };
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93 |
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94 | struct ImGui_ImplVulkanH_FrameSemaphores
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95 | {
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96 | VkSemaphore ImageAcquiredSemaphore;
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97 | VkSemaphore RenderCompleteSemaphore;
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98 | };
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99 |
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100 | // Helper structure to hold the data needed by one rendering context into one OS window
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101 | // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
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102 | struct ImGui_ImplVulkanH_Window
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103 | {
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104 | int Width;
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105 | int Height;
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106 | VkSwapchainKHR Swapchain;
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107 | VkSurfaceKHR Surface;
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108 | VkSurfaceFormatKHR SurfaceFormat;
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109 | VkPresentModeKHR PresentMode;
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110 | VkRenderPass RenderPass;
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111 | VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
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112 | bool ClearEnable;
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113 | VkClearValue ClearValue;
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114 | uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
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115 | uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
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116 | uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
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117 | ImGui_ImplVulkanH_Frame* Frames;
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118 | ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
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119 |
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120 | ImGui_ImplVulkanH_Window()
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121 | {
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122 | memset(this, 0, sizeof(*this));
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123 | PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
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124 | ClearEnable = true;
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125 | }
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126 | };
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127 |
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