2018-09-13 14:44:08 +00:00
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// dear imgui: Renderer for Vulkan
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2018-02-21 22:05:17 +00:00
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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2018-02-16 21:50:19 +00:00
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// Missing features:
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2018-06-12 14:24:24 +00:00
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// [ ] Platform: Multi-viewport / platform windows.
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2018-06-11 10:33:51 +00:00
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// [ ] 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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2018-02-16 21:50:19 +00:00
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// 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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2018-07-04 17:06:28 +00:00
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// 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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2018-02-16 21:50:19 +00:00
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// https://github.com/ocornut/imgui
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2019-01-20 16:56:17 +00:00
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// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
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2018-08-22 14:43:29 +00:00
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// 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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2018-11-01 19:56:36 +00:00
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#pragma once
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2018-02-16 21:50:19 +00:00
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#include <vulkan/vulkan.h>
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2018-08-22 14:43:29 +00:00
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#define IMGUI_VK_QUEUED_FRAMES 2
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2018-02-16 21:50:19 +00:00
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2018-08-28 16:22:36 +00:00
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// Please zero-clear before use.
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2018-03-01 20:11:22 +00:00
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struct ImGui_ImplVulkan_InitInfo
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2018-02-16 21:50:19 +00:00
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{
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2018-03-02 22:59:21 +00:00
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VkInstance Instance;
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2018-03-01 20:11:22 +00:00
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VkPhysicalDevice PhysicalDevice;
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VkDevice Device;
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2018-03-12 16:37:28 +00:00
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uint32_t QueueFamily;
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VkQueue Queue;
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2018-03-01 20:11:22 +00:00
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VkPipelineCache PipelineCache;
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VkDescriptorPool DescriptorPool;
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2018-03-02 22:59:21 +00:00
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const VkAllocationCallbacks* Allocator;
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2018-03-01 20:11:22 +00:00
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void (*CheckVkResultFn)(VkResult err);
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2018-02-16 21:50:19 +00:00
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};
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2018-08-22 14:43:29 +00:00
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// Called by user code
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2018-06-21 10:04:00 +00:00
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IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
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IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
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2018-06-22 08:02:02 +00:00
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IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
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2018-06-21 10:04:00 +00:00
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IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
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2018-08-22 14:43:29 +00:00
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IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
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2018-08-22 15:59:58 +00:00
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// Called by ImGui_ImplVulkan_Init() might be useful elsewhere.
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2018-06-21 10:04:00 +00:00
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IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
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2018-08-22 14:43:29 +00:00
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IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
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2018-06-08 17:37:33 +00:00
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2018-03-01 21:16:51 +00:00
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2018-03-02 22:04:56 +00:00
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//-------------------------------------------------------------------------
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2018-08-22 15:59:58 +00:00
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// Internal / Miscellaneous Vulkan Helpers
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2018-03-02 22:04:56 +00:00
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//-------------------------------------------------------------------------
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2019-01-20 16:56:17 +00:00
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// You probably do NOT need to use or care about those functions.
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2018-08-22 15:59:58 +00:00
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// Those functions only exist because:
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// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
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2018-08-22 19:35:44 +00:00
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// 2) the multi-viewport / platform window implementation needs them internally.
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2019-01-20 16:56:17 +00:00
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// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
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2018-08-22 15:59:58 +00:00
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// but it is too much code to duplicate everywhere so we exceptionally expose them.
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// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
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// 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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// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
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2018-03-02 22:59:21 +00:00
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//-------------------------------------------------------------------------
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2018-03-02 22:04:56 +00:00
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2018-06-08 17:37:33 +00:00
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struct ImGui_ImplVulkanH_FrameData;
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struct ImGui_ImplVulkanH_WindowData;
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2018-03-02 22:59:21 +00:00
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2018-06-21 10:04:00 +00:00
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IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
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IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
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IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
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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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IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
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IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
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2018-03-02 22:04:56 +00:00
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2018-08-22 15:59:58 +00:00
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// Helper structure to hold the data needed by one rendering frame
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2018-06-08 17:37:33 +00:00
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struct ImGui_ImplVulkanH_FrameData
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2018-03-02 22:04:56 +00:00
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{
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2018-08-22 15:59:58 +00:00
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uint32_t BackbufferIndex; // Keep track of recently rendered swapchain frame indices
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2018-03-02 22:04:56 +00:00
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VkCommandPool CommandPool;
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VkCommandBuffer CommandBuffer;
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VkFence Fence;
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2018-03-12 17:43:25 +00:00
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VkSemaphore ImageAcquiredSemaphore;
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2018-03-02 22:04:56 +00:00
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VkSemaphore RenderCompleteSemaphore;
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2018-06-21 10:04:00 +00:00
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IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();
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2018-03-02 22:04:56 +00:00
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};
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2018-08-22 15:59:58 +00:00
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// Helper structure to hold the data needed by one rendering context into one OS window
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2018-06-08 17:37:33 +00:00
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struct ImGui_ImplVulkanH_WindowData
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2018-03-02 22:04:56 +00:00
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{
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2018-03-02 23:29:17 +00:00
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int Width;
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int Height;
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2018-03-02 22:04:56 +00:00
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VkSwapchainKHR Swapchain;
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VkSurfaceKHR Surface;
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VkSurfaceFormatKHR SurfaceFormat;
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VkPresentModeKHR PresentMode;
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VkRenderPass RenderPass;
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2018-03-15 16:52:53 +00:00
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bool ClearEnable;
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2018-03-02 22:04:56 +00:00
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VkClearValue ClearValue;
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uint32_t BackBufferCount;
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VkImage BackBuffer[16];
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VkImageView BackBufferView[16];
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VkFramebuffer Framebuffer[16];
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uint32_t FrameIndex;
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2018-06-08 17:37:33 +00:00
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ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
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2018-03-02 22:04:56 +00:00
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2018-06-21 10:04:00 +00:00
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IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData();
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2018-03-02 22:04:56 +00:00
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};
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2018-03-02 22:59:21 +00:00
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