Examples: SDL,GLFW,Vulkan: The Platform<>Renderer link is handled by SDL/GLFW platforms, both can compile without Vulkan headers, SDL+Vulkan is now on part with GLFW+Vulkan (aka broken the same way!). (#1542)

This commit is contained in:
omar 2018-03-13 23:16:15 +01:00
parent 98b66a5fc9
commit d0e0b106f0
5 changed files with 67 additions and 27 deletions

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@ -34,6 +34,12 @@
#define GLFW_EXPOSE_NATIVE_WIN32 #define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window #include <GLFW/glfw3native.h> // for glfwGetWin32Window
#endif #endif
#ifdef GLFW_HOVERED
#define GLFW_HAS_GLFW_HOVERED 1
#else
#define GLFW_HAS_GLFW_HOVERED 0
#endif
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+
// Data // Data
enum GlfwClientApi enum GlfwClientApi
@ -437,6 +443,31 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport)
glfwSwapBuffers(data->Window); glfwSwapBuffers(data->Window);
} }
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// Avoid including <vulkan.h> so we can build without it
#if GLFW_HAS_VULKAN
#ifndef VULKAN_H_
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
#else
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
#endif
VK_DEFINE_HANDLE(VkInstance)
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
struct VkAllocationCallbacks;
enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
#endif // VULKAN_H_
extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
return (int)err;
}
#endif // GLFW_HAS_VULKAN
static void ImGui_ImplGlfw_InitPlatformInterface() static void ImGui_ImplGlfw_InitPlatformInterface()
{ {
// Register platform interface (will be coupled with a renderer interface) // Register platform interface (will be coupled with a renderer interface)
@ -451,9 +482,9 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
io.PlatformInterface.SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; io.PlatformInterface.SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
io.PlatformInterface.RenderViewport = ImGui_ImplGlfw_RenderViewport; io.PlatformInterface.RenderViewport = ImGui_ImplGlfw_RenderViewport;
io.PlatformInterface.SwapBuffers = ImGui_ImplGlfw_SwapBuffers; io.PlatformInterface.SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
#if GLFW_HAS_VULKAN
// We let the user set up the link to glfwCreateWindowSurface() here, so this binding can work with old GLFW and without Vulkan headers io.PlatformInterface.CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
io.PlatformInterface.CreateVkSurface = NULL; #endif
// Register main window handle // Register main window handle
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewport* main_viewport = ImGui::GetMainViewport();

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@ -32,6 +32,9 @@
// SDL // SDL
#include <SDL.h> #include <SDL.h>
#include <SDL_syswm.h> #include <SDL_syswm.h>
#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
// Data // Data
static SDL_Window* g_Window = NULL; static SDL_Window* g_Window = NULL;
@ -151,7 +154,7 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
#if SDL_VERSION_ATLEAST(2,0,4) #if SDL_HAS_CAPTURE_MOUSE
io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports; io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
#endif #endif
if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports)) if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports))
@ -185,7 +188,7 @@ static void ImGui_ImplSDL2_UpdateMouse()
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
#if SDL_VERSION_ATLEAST(2,0,4) #if SDL_HAS_CAPTURE_MOUSE
SDL_Window* focused_window = SDL_GetKeyboardFocus(); SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (focused_window) if (focused_window)
{ {
@ -254,8 +257,6 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
// Platform Windows // Platform Windows
// -------------------------------------------------------------------------------------------------------- // --------------------------------------------------------------------------------------------------------
#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
struct ImGuiPlatformDataSDL2 struct ImGuiPlatformDataSDL2
{ {
SDL_Window* Window; SDL_Window* Window;
@ -280,11 +281,12 @@ static void ImGui_ImplSDL2_CreateViewport(ImGuiViewport* viewport)
// We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations // We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
Uint32 sdl_flags = 0; Uint32 sdl_flags = 0;
sdl_flags |= SDL_WINDOW_OPENGL; // FIXME-PLATFORM sdl_flags |= main_viewport_data->GLContext ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
sdl_flags |= SDL_WINDOW_HIDDEN; sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
data->Window = SDL_CreateWindow("No Title Yet", 0, 0, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); data->Window = SDL_CreateWindow("No Title Yet", 0, 0, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
if (main_viewport_data->GLContext)
data->GLContext = SDL_GL_CreateContext(data->Window); data->GLContext = SDL_GL_CreateContext(data->Window);
viewport->PlatformHandle = (void*)data->Window; viewport->PlatformHandle = (void*)data->Window;
} }
@ -374,16 +376,33 @@ static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* t
static void ImGui_ImplSDL2_RenderViewport(ImGuiViewport* viewport) static void ImGui_ImplSDL2_RenderViewport(ImGuiViewport* viewport)
{ {
ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
if (data->GLContext)
SDL_GL_MakeCurrent(data->Window, data->GLContext); SDL_GL_MakeCurrent(data->Window, data->GLContext);
} }
static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport) static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport)
{ {
ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData; ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
if (data->GLContext)
{
SDL_GL_MakeCurrent(data->Window, data->GLContext); // FIXME-PLATFORM2 SDL_GL_MakeCurrent(data->Window, data->GLContext); // FIXME-PLATFORM2
SDL_GL_SwapWindow(data->Window); SDL_GL_SwapWindow(data->Window);
}
} }
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
(void)vk_allocator;
SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
#endif // SDL_HAS_VULKAN
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context) static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
{ {
// Register platform interface (will be coupled with a renderer interface) // Register platform interface (will be coupled with a renderer interface)
@ -398,6 +417,9 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
io.PlatformInterface.SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; io.PlatformInterface.SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
io.PlatformInterface.RenderViewport = ImGui_ImplSDL2_RenderViewport; io.PlatformInterface.RenderViewport = ImGui_ImplSDL2_RenderViewport;
io.PlatformInterface.SwapBuffers = ImGui_ImplSDL2_SwapBuffers; io.PlatformInterface.SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
#if SDL_HAS_VULKAN
io.PlatformInterface.CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
io.ConfigFlags |= SDL_HAS_WINDOW_OPACITY ? ImGuiConfigFlags_PlatformHasWindowAlpha : 0; io.ConfigFlags |= SDL_HAS_WINDOW_OPACITY ? ImGuiConfigFlags_PlatformHasWindowAlpha : 0;

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@ -199,7 +199,6 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData* draw_data) void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData* draw_data)
{ {
VkResult err; VkResult err;
ImGuiIO& io = ImGui::GetIO();
if (draw_data->TotalVtxCount == 0) if (draw_data->TotalVtxCount == 0)
return; return;
@ -1070,7 +1069,7 @@ static void ImGui_ImplVulkan_CreateViewport(ImGuiViewport* viewport)
// Create surface // Create surface
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
VkResult err = (VkResult)io.PlatformInterface.CreateVkSurface(viewport->PlatformHandle, (ImU64)g_Instance, (const void*)g_Allocator, (ImU64*)&wd->Surface); VkResult err = (VkResult)io.PlatformInterface.CreateVkSurface(viewport, (ImU64)g_Instance, (const void*)g_Allocator, (ImU64*)&wd->Surface);
check_vk_result(err); check_vk_result(err);
// Check for WSI support // Check for WSI support

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@ -311,17 +311,6 @@ static void glfw_resize_callback(GLFWwindow*, int w, int h)
g_ResizeHeight = h; g_ResizeHeight = h;
} }
static int glfw_create_vk_surface(void* platform_handle, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
GLFWwindow* window = (GLFWwindow*)platform_handle;
VkInstance instance = (VkInstance)vk_instance;
const VkAllocationCallbacks* allocator = (const VkAllocationCallbacks*)vk_allocator;
VkSurfaceKHR* surface = (VkSurfaceKHR*)out_vk_surface;
VkResult err = glfwCreateWindowSurface(instance, window, allocator, surface);
check_vk_result(err);
return (int)err;
}
int main(int, char**) int main(int, char**)
{ {
// Setup window // Setup window
@ -363,7 +352,6 @@ int main(int, char**)
// Setup GLFW binding // Setup GLFW binding
ImGui_ImplGlfw_InitForVulkan(window, true); ImGui_ImplGlfw_InitForVulkan(window, true);
io.PlatformInterface.CreateVkSurface = glfw_create_vk_surface;
// Setup Vulkan binding // Setup Vulkan binding
ImGui_ImplVulkan_InitInfo init_info = {}; ImGui_ImplVulkan_InitInfo init_info = {};

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@ -963,7 +963,7 @@ struct ImGuiPlatformInterface
void (*SwapBuffers)(ImGuiViewport* viewport); void (*SwapBuffers)(ImGuiViewport* viewport);
// FIXME-VIEWPORT: Experimenting with back-end abstraction. This probably shouldn't stay as is. // FIXME-VIEWPORT: Experimenting with back-end abstraction. This probably shouldn't stay as is.
int (*CreateVkSurface)(void* platform_handle, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface); int (*CreateVkSurface)(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface);
// FIXME-DPI // FIXME-DPI
float (*GetWindowDpiScale)(ImGuiViewport* viewport); // (Optional) float (*GetWindowDpiScale)(ImGuiViewport* viewport); // (Optional)