// dear imgui: Renderer Backend for Vulkan // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // Missing features: // [ ] Platform: Multi-viewport / platform windows. // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // 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_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering backend in your engine/app. // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the backend 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 "imgui.h" // IMGUI_IMPL_API #include // Initialization data, for ImGui_ImplVulkan_Init() // [Please zero-clear before use!] struct ImGui_ImplVulkan_InitInfo { VkInstance Instance; VkPhysicalDevice PhysicalDevice; VkDevice Device; uint32_t QueueFamily; VkQueue Queue; VkPipelineCache PipelineCache; VkDescriptorPool DescriptorPool; uint32_t Subpass; uint32_t MinImageCount; // >= 2 uint32_t ImageCount; // >= MinImageCount VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); }; // Called by user code IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers // (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: // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 2) the multi-viewport / platform window implementation needs them internally. // 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 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) //------------------------------------------------------------------------- struct ImGui_ImplVulkanH_Frame; struct ImGui_ImplVulkanH_Window; // Helpers IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); // Helper structure to hold the data needed by one rendering frame // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) // [Please zero-clear before use!] struct ImGui_ImplVulkanH_Frame { VkCommandPool CommandPool; VkCommandBuffer CommandBuffer; VkFence Fence; VkImage Backbuffer; VkImageView BackbufferView; VkFramebuffer Framebuffer; }; struct ImGui_ImplVulkanH_FrameSemaphores { VkSemaphore ImageAcquiredSemaphore; VkSemaphore RenderCompleteSemaphore; }; // Helper structure to hold the data needed by one rendering context into one OS window // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) struct ImGui_ImplVulkanH_Window { int Width; int Height; VkSwapchainKHR Swapchain; VkSurfaceKHR Surface; VkSurfaceFormatKHR SurfaceFormat; VkPresentModeKHR PresentMode; VkRenderPass RenderPass; VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo bool ClearEnable; VkClearValue ClearValue; uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) ImGui_ImplVulkanH_Frame* Frames; ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; ImGui_ImplVulkanH_Window() { memset(this, 0, sizeof(*this)); PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; ClearEnable = true; } };