diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index fbb2f499..f9f260d7 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -1,10 +1,12 @@ // dear imgui: standalone example application for Glfw + Vulkan // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own application. +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. -// - Helper ImGui_ImplVulkanH_XXXX functions and structures are used by this example (main.cpp) and by imgui_impl_vulkan.cpp, -// but should PROBABLY NOT be used by your own app code. Read comments in imgui_impl_vulkan.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// 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. #include "imgui.h" #include "imgui_impl_glfw.h" @@ -424,7 +426,7 @@ int main(int, char**) err = vkDeviceWaitIdle(g_Device); check_vk_result(err); - ImGui_ImplVulkan_InvalidateFontUploadObjects(); + ImGui_ImplVulkan_DestroyFontUploadObjects(); } bool show_demo_window = true; diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index af331302..6c5684e8 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -1,10 +1,12 @@ // dear imgui: standalone example application for SDL2 + Vulkan // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own application. +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. -// - Helper ImGui_ImplVulkanH_XXXX functions and structures are used by this example (main.cpp) and by imgui_impl_vulkan.cpp, -// but should PROBABLY NOT be used by your own app code. Read comments in imgui_impl_vulkan.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// 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. #include "imgui.h" #include "imgui_impl_sdl.h" @@ -407,7 +409,7 @@ int main(int, char**) err = vkDeviceWaitIdle(g_Device); check_vk_result(err); - ImGui_ImplVulkan_InvalidateFontUploadObjects(); + ImGui_ImplVulkan_DestroyFontUploadObjects(); } bool show_demo_window = true; diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 97a5b9a8..bdf1e661 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -11,6 +11,13 @@ // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// 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. + // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2019-XX-XX: Vulkan: Added FramesQueueSize field in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetFramesQueueSize() to override FramesQueueSize while running. @@ -726,7 +733,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() return true; } -void ImGui_ImplVulkan_InvalidateFontUploadObjects() +void ImGui_ImplVulkan_DestroyFontUploadObjects() { if (g_UploadBuffer) { @@ -753,10 +760,10 @@ static void ImGui_ImplVulkan_InvalidateFrameDeviceObjects() g_FramesDataBuffers.clear(); } -void ImGui_ImplVulkan_InvalidateDeviceObjects() +void ImGui_ImplVulkan_DestroyDeviceObjects() { ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); - ImGui_ImplVulkan_InvalidateFontUploadObjects(); + ImGui_ImplVulkan_DestroyFontUploadObjects(); if (g_FontView) { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; } if (g_FontImage) { vkDestroyImage(g_Device, g_FontImage, g_Allocator); g_FontImage = VK_NULL_HANDLE; } @@ -802,7 +809,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend void ImGui_ImplVulkan_Shutdown() { - ImGui_ImplVulkan_InvalidateDeviceObjects(); + ImGui_ImplVulkan_DestroyDeviceObjects(); } void ImGui_ImplVulkan_NewFrame() @@ -847,8 +854,8 @@ ImGui_ImplVulkanH_FrameData::ImGui_ImplVulkanH_FrameData() Fence = VK_NULL_HANDLE; ImageAcquiredSemaphore = VK_NULL_HANDLE; RenderCompleteSemaphore = VK_NULL_HANDLE; - BackBuffer = VK_NULL_HANDLE; - BackBufferView = VK_NULL_HANDLE; + Backbuffer = VK_NULL_HANDLE; + BackbufferView = VK_NULL_HANDLE; Framebuffer = VK_NULL_HANDLE; } @@ -1056,7 +1063,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_devic for (int i = 0; i < (int)wd->FramesQueueSize; i++) { wd->Frames.push_back(ImGui_ImplVulkanH_FrameData()); - wd->Frames[i].BackBuffer = backbuffers[i]; + wd->Frames[i].Backbuffer = backbuffers[i]; } } if (old_swapchain) @@ -1114,8 +1121,8 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_devic for (uint32_t i = 0; i < wd->FramesQueueSize; i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; - info.image = fd->BackBuffer; - err = vkCreateImageView(device, &info, allocator, &fd->BackBufferView); + info.image = fd->Backbuffer; + err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); check_vk_result(err); } } @@ -1134,7 +1141,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_devic for (uint32_t i = 0; i < wd->FramesQueueSize; i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; - attachment[0] = fd->BackBufferView; + attachment[0] = fd->BackbufferView; err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); check_vk_result(err); } @@ -1173,6 +1180,6 @@ void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, Im fd->CommandPool = VK_NULL_HANDLE; fd->ImageAcquiredSemaphore = fd->RenderCompleteSemaphore = VK_NULL_HANDLE; - vkDestroyImageView(device, fd->BackBufferView, allocator); + vkDestroyImageView(device, fd->BackbufferView, allocator); vkDestroyFramebuffer(device, fd->Framebuffer, allocator); } diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 1fb2711b..6306f30e 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -11,11 +11,19 @@ // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// 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. + #pragma once #include -// Please zero-clear before use. +// Initialization data, for ImGui_ImplVulkan_Init() +// [Please zero-clear before use!] struct ImGui_ImplVulkan_InitInfo { VkInstance Instance; @@ -37,16 +45,16 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); IMGUI_IMPL_API void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size); // To override FramesQueueSize after initialization IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); -IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); +IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); // Called by ImGui_ImplVulkan_Init(), might be useful elsewhere. IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyDeviceObjects(); //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers -// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) //------------------------------------------------------------------------- // You probably do NOT need to use or care about those functions. // Those functions only exist because: @@ -55,7 +63,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // but it is too much code to duplicate everywhere so we exceptionally expose them. // -// Your application/engine will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- @@ -78,8 +86,8 @@ struct ImGui_ImplVulkanH_FrameData VkFence Fence; VkSemaphore ImageAcquiredSemaphore; VkSemaphore RenderCompleteSemaphore; - VkImage BackBuffer; - VkImageView BackBufferView; + VkImage Backbuffer; + VkImageView BackbufferView; VkFramebuffer Framebuffer; IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();