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// dear imgui: Renderer for Vulkan
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// Missing features:
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// [ ] Platform: Multi-viewport / platform windows.
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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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// 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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// 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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// https://github.com/ocornut/imgui
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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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// 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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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// You will use those if you want to use this rendering back-end in your engine/app.
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
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# pragma once
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# include <vulkan/vulkan.h>
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// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
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struct ImGui_ImplVulkan_InitInfo
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{
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VkInstance Instance ;
VkPhysicalDevice PhysicalDevice ;
VkDevice Device ;
uint32_t QueueFamily ;
VkQueue Queue ;
VkPipelineCache PipelineCache ;
VkDescriptorPool DescriptorPool ;
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uint32_t MinImageCount ; // >= 2
uint32_t ImageCount ; // >= MinImageCount
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VkSampleCountFlagBits MSAASamples ; // >= VK_SAMPLE_COUNT_1_BIT
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const VkAllocationCallbacks * Allocator ;
void ( * CheckVkResultFn ) ( VkResult err ) ;
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} ;
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// Called by user code
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IMGUI_IMPL_API bool ImGui_ImplVulkan_Init ( ImGui_ImplVulkan_InitInfo * info , VkRenderPass render_pass ) ;
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown ( ) ;
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame ( ) ;
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IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData ( ImDrawData * draw_data , VkCommandBuffer command_buffer ) ;
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IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture ( VkCommandBuffer command_buffer ) ;
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IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects ( ) ;
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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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//-------------------------------------------------------------------------
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// Internal / Miscellaneous Vulkan Helpers
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// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
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//-------------------------------------------------------------------------
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// You probably do NOT need to use or care about those functions.
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// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
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// 2) the multi-viewport / platform window implementation needs them internally.
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// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
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// but it is too much code to duplicate everywhere so we exceptionally expose them.
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//
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// Your engine/app 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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// (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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//-------------------------------------------------------------------------
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struct ImGui_ImplVulkanH_Frame ;
struct ImGui_ImplVulkanH_Window ;
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// Helpers
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindow ( 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 ) ;
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow ( VkInstance instance , VkDevice device , ImGui_ImplVulkanH_Window * wnd , 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 ) ;
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode ( VkPhysicalDevice physical_device , VkSurfaceKHR surface , const VkPresentModeKHR * request_modes , int request_modes_count ) ;
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode ( VkPresentModeKHR present_mode ) ;
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// Helper structure to hold the data needed by one rendering frame
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// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
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// [Please zero-clear before use!]
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struct ImGui_ImplVulkanH_Frame
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{
VkCommandPool CommandPool ;
VkCommandBuffer CommandBuffer ;
VkFence Fence ;
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VkImage Backbuffer ;
VkImageView BackbufferView ;
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VkFramebuffer Framebuffer ;
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} ;
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struct ImGui_ImplVulkanH_FrameSemaphores
{
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VkSemaphore ImageAcquiredSemaphore ;
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VkSemaphore RenderCompleteSemaphore ;
} ;
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// Helper structure to hold the data needed by one rendering context into one OS window
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// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
struct ImGui_ImplVulkanH_Window
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{
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int Width ;
int Height ;
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VkSwapchainKHR Swapchain ;
VkSurfaceKHR Surface ;
VkSurfaceFormatKHR SurfaceFormat ;
VkPresentModeKHR PresentMode ;
VkRenderPass RenderPass ;
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bool ClearEnable ;
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VkClearValue ClearValue ;
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uint32_t FrameIndex ; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
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uint32_t ImageCount ; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
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uint32_t SemaphoreIndex ; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
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ImGui_ImplVulkanH_Frame * Frames ;
ImGui_ImplVulkanH_FrameSemaphores * FrameSemaphores ;
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ImGui_ImplVulkanH_Window ( )
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{
memset ( this , 0 , sizeof ( * this ) ) ;
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR ;
ClearEnable = true ;
}
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} ;
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