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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_vulkan.cpp
This commit is contained in:
@ -1,6 +1,13 @@
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// dear imgui: standalone example application for Glfw + Vulkan
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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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.
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// Read comments in imgui_impl_vulkan.h.
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_vulkan.h"
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@ -23,19 +30,21 @@
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#define IMGUI_VULKAN_DEBUG_REPORT
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#endif
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static VkAllocationCallbacks* g_Allocator = NULL;
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static VkInstance g_Instance = VK_NULL_HANDLE;
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static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
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static VkDevice g_Device = VK_NULL_HANDLE;
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static uint32_t g_QueueFamily = (uint32_t)-1;
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static VkQueue g_Queue = VK_NULL_HANDLE;
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static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
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static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
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static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
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static VkAllocationCallbacks* g_Allocator = NULL;
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static VkInstance g_Instance = VK_NULL_HANDLE;
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static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
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static VkDevice g_Device = VK_NULL_HANDLE;
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static uint32_t g_QueueFamily = (uint32_t)-1;
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static VkQueue g_Queue = VK_NULL_HANDLE;
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static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
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static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
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static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
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static ImGui_ImplVulkanH_WindowData g_WindowData;
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static bool g_ResizeWanted = false;
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static int g_ResizeWidth = 0, g_ResizeHeight = 0;
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static ImGui_ImplVulkanH_Window g_MainWindowData;
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static int g_MinImageCount = 2;
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static bool g_SwapChainRebuild = false;
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static int g_SwapChainResizeWidth = 0;
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static int g_SwapChainResizeHeight = 0;
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static void check_vk_result(VkResult err)
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{
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@ -107,6 +116,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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uint32_t gpu_count;
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
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check_vk_result(err);
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IM_ASSERT(gpu_count > 0);
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VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
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@ -183,7 +193,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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}
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}
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static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
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// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
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// Your real engine/app may not use them.
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static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
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{
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wd->Surface = surface;
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@ -211,14 +223,12 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR
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//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
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// Create SwapChain, RenderPass, Framebuffer, etc.
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ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
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ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
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IM_ASSERT(g_MinImageCount >= 2);
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ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
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}
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static void CleanupVulkan()
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{
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ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
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ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
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vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
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#ifdef IMGUI_VULKAN_DEBUG_REPORT
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@ -231,15 +241,21 @@ static void CleanupVulkan()
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vkDestroyInstance(g_Instance, g_Allocator);
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}
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static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
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static void CleanupVulkanWindow()
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{
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ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
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}
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static void FrameRender(ImGui_ImplVulkanH_Window* wd)
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{
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VkResult err;
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VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
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VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
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VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
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err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
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check_vk_result(err);
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ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
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ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
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{
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err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
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check_vk_result(err);
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@ -260,7 +276,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
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VkRenderPassBeginInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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info.renderPass = wd->RenderPass;
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info.framebuffer = wd->Framebuffer[wd->FrameIndex];
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info.framebuffer = fd->Framebuffer;
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info.renderArea.extent.width = wd->Width;
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info.renderArea.extent.height = wd->Height;
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info.clearValueCount = 1;
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@ -283,7 +299,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
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info.commandBufferCount = 1;
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info.pCommandBuffers = &fd->CommandBuffer;
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info.signalSemaphoreCount = 1;
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info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
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info.pSignalSemaphores = &render_complete_semaphore;
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err = vkEndCommandBuffer(fd->CommandBuffer);
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check_vk_result(err);
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@ -292,18 +308,19 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
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}
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}
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static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
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static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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{
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ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
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VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
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VkPresentInfoKHR info = {};
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info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
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info.waitSemaphoreCount = 1;
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info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
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info.pWaitSemaphores = &render_complete_semaphore;
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info.swapchainCount = 1;
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info.pSwapchains = &wd->Swapchain;
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info.pImageIndices = &wd->FrameIndex;
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VkResult err = vkQueuePresentKHR(g_Queue, &info);
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check_vk_result(err);
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wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
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}
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static void glfw_error_callback(int error, const char* description)
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@ -313,14 +330,14 @@ static void glfw_error_callback(int error, const char* description)
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static void glfw_resize_callback(GLFWwindow*, int w, int h)
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{
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g_ResizeWanted = true;
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g_ResizeWidth = w;
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g_ResizeHeight = h;
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g_SwapChainRebuild = true;
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g_SwapChainResizeWidth = w;
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g_SwapChainResizeHeight = h;
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}
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int main(int, char**)
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{
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// Setup window
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// Setup GLFW window
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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return 1;
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@ -347,8 +364,8 @@ int main(int, char**)
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int w, h;
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glfwGetFramebufferSize(window, &w, &h);
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glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
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ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
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SetupVulkanWindowData(wd, surface, w, h);
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ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
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SetupVulkanWindow(wd, surface, w, h);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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@ -384,6 +401,8 @@ int main(int, char**)
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init_info.PipelineCache = g_PipelineCache;
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init_info.DescriptorPool = g_DescriptorPool;
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init_info.Allocator = g_Allocator;
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init_info.MinImageCount = g_MinImageCount;
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init_info.ImageCount = wd->ImageCount;
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init_info.CheckVkResultFn = check_vk_result;
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ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
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@ -429,7 +448,7 @@ int main(int, char**)
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err = vkDeviceWaitIdle(g_Device);
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check_vk_result(err);
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ImGui_ImplVulkan_InvalidateFontUploadObjects();
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ImGui_ImplVulkan_DestroyFontUploadObjects();
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}
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bool show_demo_window = true;
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@ -445,10 +464,13 @@ int main(int, char**)
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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if (g_ResizeWanted)
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if (g_SwapChainRebuild)
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{
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ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight);
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g_ResizeWanted = false;
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g_SwapChainRebuild = false;
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ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
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ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
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g_MainWindowData.FrameIndex = 0;
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}
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// Start the Dear ImGui frame
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@ -514,6 +536,8 @@ int main(int, char**)
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ImGui_ImplVulkan_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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CleanupVulkanWindow();
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CleanupVulkan();
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glfwDestroyWindow(window);
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