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Vulkan: More renaming. Comments.
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@ -11,11 +11,19 @@
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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_XXXX 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_XXXX 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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#pragma once
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#include <vulkan/vulkan.h>
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// Please zero-clear before use.
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// Initialization data, for ImGui_ImplVulkan_Init()
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// [Please zero-clear before use!]
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struct ImGui_ImplVulkan_InitInfo
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{
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VkInstance Instance;
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@ -37,16 +45,16 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size); // To override FramesQueueSize after initialization
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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_InvalidateFontUploadObjects();
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IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
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// Called by ImGui_ImplVulkan_Init(), might be useful elsewhere.
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IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyDeviceObjects();
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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 app.)
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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:
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@ -55,7 +63,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
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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 application/engine will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
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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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@ -78,8 +86,8 @@ struct ImGui_ImplVulkanH_FrameData
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VkFence Fence;
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VkSemaphore ImageAcquiredSemaphore;
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VkSemaphore RenderCompleteSemaphore;
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VkImage BackBuffer;
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VkImageView BackBufferView;
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VkImage Backbuffer;
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VkImageView BackbufferView;
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VkFramebuffer Framebuffer;
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IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();
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