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Backends:,Examples: Vulkan: moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. (#7308)
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@ -33,6 +33,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering.
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// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure.
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// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure.
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// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
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// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
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// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189).
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// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189).
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@ -215,13 +216,11 @@ struct ImGui_ImplVulkan_WindowRenderBuffers
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struct ImGui_ImplVulkan_Data
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struct ImGui_ImplVulkan_Data
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{
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{
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ImGui_ImplVulkan_InitInfo VulkanInitInfo;
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ImGui_ImplVulkan_InitInfo VulkanInitInfo;
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VkRenderPass RenderPass;
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VkDeviceSize BufferMemoryAlignment;
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VkDeviceSize BufferMemoryAlignment;
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VkPipelineCreateFlags PipelineCreateFlags;
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VkPipelineCreateFlags PipelineCreateFlags;
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VkDescriptorSetLayout DescriptorSetLayout;
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VkDescriptorSetLayout DescriptorSetLayout;
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VkPipelineLayout PipelineLayout;
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VkPipelineLayout PipelineLayout;
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VkPipeline Pipeline;
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VkPipeline Pipeline;
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uint32_t Subpass;
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VkShaderModule ShaderModuleVert;
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VkShaderModule ShaderModuleVert;
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VkShaderModule ShaderModuleFrag;
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VkShaderModule ShaderModuleFrag;
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@ -1022,7 +1021,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
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check_vk_result(err);
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check_vk_result(err);
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}
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}
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ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass);
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ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass);
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return true;
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return true;
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}
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}
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@ -1072,7 +1071,7 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
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return true;
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return true;
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}
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}
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bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
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bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
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{
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{
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IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
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IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
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@ -1107,11 +1106,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
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IM_ASSERT(info->MinImageCount >= 2);
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IM_ASSERT(info->MinImageCount >= 2);
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IM_ASSERT(info->ImageCount >= info->MinImageCount);
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IM_ASSERT(info->ImageCount >= info->MinImageCount);
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if (info->UseDynamicRendering == false)
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if (info->UseDynamicRendering == false)
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IM_ASSERT(render_pass != VK_NULL_HANDLE);
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IM_ASSERT(info->RenderPass != VK_NULL_HANDLE);
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bd->VulkanInitInfo = *info;
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bd->VulkanInitInfo = *info;
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bd->RenderPass = render_pass;
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bd->Subpass = info->Subpass;
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ImGui_ImplVulkan_CreateDeviceObjects();
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ImGui_ImplVulkan_CreateDeviceObjects();
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@ -1487,7 +1484,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
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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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// 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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// 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, bd->Subpass);
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//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, v->Subpass);
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}
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}
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// Create The Image Views
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// Create The Image Views
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@ -69,6 +69,7 @@ struct ImGui_ImplVulkan_InitInfo
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uint32_t QueueFamily;
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uint32_t QueueFamily;
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VkQueue Queue;
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VkQueue Queue;
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VkDescriptorPool DescriptorPool; // See requirements in note above
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VkDescriptorPool DescriptorPool; // See requirements in note above
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VkRenderPass RenderPass; // Ignored if using dynamic rendering
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uint32_t MinImageCount; // >= 2
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uint32_t MinImageCount; // >= 2
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uint32_t ImageCount; // >= MinImageCount
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uint32_t ImageCount; // >= MinImageCount
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VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
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VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
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@ -91,7 +92,7 @@ struct ImGui_ImplVulkan_InitInfo
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};
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};
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// Called by user code
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// Called by user code
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IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
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IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
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IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
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IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
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@ -43,6 +43,8 @@ Breaking changes:
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- Backends: SDL2: removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which
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- Backends: SDL2: removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which
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was obsoleted in 1.84. Calling ImGui_ImplSDL2_NewFrame() is fine.
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was obsoleted in 1.84. Calling ImGui_ImplSDL2_NewFrame() is fine.
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- Backends: Vulkan: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to
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ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. (#7308) [@shawnhatori]
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- Backends: Vulkan: Using dynamic rendering now require filling the PipelineRenderingCreateInfo
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- Backends: Vulkan: Using dynamic rendering now require filling the PipelineRenderingCreateInfo
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structure in ImGui_ImplVulkan_InitInfo, allowing to configure color/depth/stencil formats.
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structure in ImGui_ImplVulkan_InitInfo, allowing to configure color/depth/stencil formats.
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Removed ColorAttachmentFormat field previously provided for dynamic rendering.
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Removed ColorAttachmentFormat field previously provided for dynamic rendering.
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@ -434,13 +434,14 @@ int main(int, char**)
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init_info.Queue = g_Queue;
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init_info.Queue = g_Queue;
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init_info.PipelineCache = g_PipelineCache;
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init_info.PipelineCache = g_PipelineCache;
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init_info.DescriptorPool = g_DescriptorPool;
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init_info.DescriptorPool = g_DescriptorPool;
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init_info.RenderPass = wd->RenderPass;
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init_info.Subpass = 0;
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init_info.Subpass = 0;
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init_info.MinImageCount = g_MinImageCount;
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init_info.MinImageCount = g_MinImageCount;
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init_info.ImageCount = wd->ImageCount;
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init_info.ImageCount = wd->ImageCount;
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init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
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init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
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init_info.Allocator = g_Allocator;
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init_info.Allocator = g_Allocator;
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init_info.CheckVkResultFn = check_vk_result;
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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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ImGui_ImplVulkan_Init(&init_info);
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// Load Fonts
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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@ -434,13 +434,14 @@ int main(int, char**)
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init_info.Queue = g_Queue;
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init_info.Queue = g_Queue;
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init_info.PipelineCache = g_PipelineCache;
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init_info.PipelineCache = g_PipelineCache;
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init_info.DescriptorPool = g_DescriptorPool;
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init_info.DescriptorPool = g_DescriptorPool;
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init_info.RenderPass = wd->RenderPass;
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init_info.Subpass = 0;
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init_info.Subpass = 0;
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init_info.MinImageCount = g_MinImageCount;
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init_info.MinImageCount = g_MinImageCount;
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init_info.ImageCount = wd->ImageCount;
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init_info.ImageCount = wd->ImageCount;
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init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
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init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
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init_info.Allocator = g_Allocator;
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init_info.Allocator = g_Allocator;
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init_info.CheckVkResultFn = check_vk_result;
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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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ImGui_ImplVulkan_Init(&init_info);
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// Load Fonts
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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