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Backends: Vulkan: Removed unused shader code. Fix leaks. Avoid unnecessary pipeline creation for main viewport. Amend 41e2aa2
. (#3459)
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@ -676,7 +676,7 @@ static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAlloc
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check_vk_result(err);
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}
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static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline *pipeline)
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static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline)
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{
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ImGui_ImplVulkan_CreateShaderModules(device, allocator);
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@ -784,24 +784,6 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
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{
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ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
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VkResult err;
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VkShaderModule vert_module;
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VkShaderModule frag_module;
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// Create The Shader Modules:
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{
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VkShaderModuleCreateInfo vert_info = {};
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vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
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vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
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err = vkCreateShaderModule(v->Device, &vert_info, v->Allocator, &vert_module);
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check_vk_result(err);
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VkShaderModuleCreateInfo frag_info = {};
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frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
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frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
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err = vkCreateShaderModule(v->Device, &frag_info, v->Allocator, &frag_module);
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check_vk_result(err);
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}
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if (!g_FontSampler)
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{
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@ -867,9 +849,6 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
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ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, g_RenderPass, v->MSAASamples, &g_Pipeline);
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vkDestroyShaderModule(v->Device, vert_module, v->Allocator);
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vkDestroyShaderModule(v->Device, frag_module, v->Allocator);
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return true;
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}
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@ -894,6 +873,8 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
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ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator);
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ImGui_ImplVulkan_DestroyFontUploadObjects();
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if (g_ShaderModuleVert) { vkDestroyShaderModule(v->Device, g_ShaderModuleVert, v->Allocator); g_ShaderModuleVert = VK_NULL_HANDLE; }
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if (g_ShaderModuleFrag) { vkDestroyShaderModule(v->Device, g_ShaderModuleFrag, v->Allocator); g_ShaderModuleFrag = VK_NULL_HANDLE; }
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if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; }
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if (g_FontImage) { vkDestroyImage(v->Device, g_FontImage, v->Allocator); g_FontImage = VK_NULL_HANDLE; }
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if (g_FontMemory) { vkFreeMemory(v->Device, g_FontMemory, v->Allocator); g_FontMemory = VK_NULL_HANDLE; }
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@ -1210,7 +1191,10 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
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info.pDependencies = &dependency;
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err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass);
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check_vk_result(err);
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ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline);
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// We do not create a pipeline by default as this is also used by examples' main.cpp,
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// but secondary viewport in multi-viewport mode may want to create one with:
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//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline);
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}
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// Create The Image Views
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@ -1277,6 +1261,7 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
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IM_FREE(wd->FrameSemaphores);
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wd->Frames = NULL;
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wd->FrameSemaphores = NULL;
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vkDestroyPipeline(device, wd->Pipeline, allocator);
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vkDestroyRenderPass(device, wd->RenderPass, allocator);
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vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
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vkDestroySurfaceKHR(instance, wd->Surface, allocator);
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@ -108,7 +108,7 @@ struct ImGui_ImplVulkanH_Window
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VkSurfaceFormatKHR SurfaceFormat;
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VkPresentModeKHR PresentMode;
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VkRenderPass RenderPass;
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VkPipeline Pipeline; // The window pipeline uses a different VkRenderPass than the user's
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VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
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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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