// ImGui Renderer for: Vulkan // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Missing features: // [ ] Platform: Multi-viewport / platform windows. // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui #include #define IMGUI_VK_QUEUED_FRAMES 2 struct ImGui_ImplVulkan_InitInfo { VkInstance Instance; VkPhysicalDevice PhysicalDevice; VkDevice Device; uint32_t QueueFamily; VkQueue Queue; VkPipelineCache PipelineCache; VkDescriptorPool DescriptorPool; const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); }; IMGUI_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); IMGUI_API void ImGui_ImplVulkan_Shutdown(); IMGUI_API void ImGui_ImplVulkan_NewFrame(); IMGUI_API void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData* draw_data); // Called by Init/NewFrame/Shutdown IMGUI_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); IMGUI_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); IMGUI_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_API bool ImGui_ImplVulkan_CreateDeviceObjects(); //------------------------------------------------------------------------- // Miscellaneous Vulkan Helpers // Generally we try to NOT provide any kind of superfluous high-level helpers in the examples. // But for the purpose of allowing multi-windows, we need those internally anyway. The code being not trivial are exposing it for the benefit of the example code. // If your application/engine already has code to create all that data (swap chain, render pass, frame buffers, etc.) you can ignore all of this. //------------------------------------------------------------------------- // NB: Those functions do NOT use any of the state used/affected by the regular ImGui_ImplVulkan_XXX functions. //------------------------------------------------------------------------- struct ImGui_ImplVulkanH_FrameData; struct ImGui_ImplVulkanH_WindowData; IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator); IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h); IMGUI_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator); IMGUI_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); IMGUI_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); struct ImGui_ImplVulkanH_FrameData { uint32_t BackbufferIndex; // keep track of recently rendered swapchain frame indices VkCommandPool CommandPool; VkCommandBuffer CommandBuffer; VkFence Fence; VkSemaphore ImageAcquiredSemaphore; VkSemaphore RenderCompleteSemaphore; IMGUI_API ImGui_ImplVulkanH_FrameData(); }; struct ImGui_ImplVulkanH_WindowData { int Width; int Height; VkSwapchainKHR Swapchain; VkSurfaceKHR Surface; VkSurfaceFormatKHR SurfaceFormat; VkPresentModeKHR PresentMode; VkRenderPass RenderPass; bool ClearEnable; VkClearValue ClearValue; uint32_t BackBufferCount; VkImage BackBuffer[16]; VkImageView BackBufferView[16]; VkFramebuffer Framebuffer[16]; uint32_t FrameIndex; ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES]; IMGUI_API ImGui_ImplVulkanH_WindowData(); };