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# Conflicts: # examples/README.txt # examples/directx11_example/main.cpp # examples/directx12_example/main.cpp # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx12.cpp # examples/imgui_impl_glfw.cpp # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl2.h # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_sdl2.cpp # examples/imgui_impl_sdl2.h # examples/imgui_impl_vulkan.cpp # examples/imgui_impl_vulkan.h # examples/imgui_impl_win32.cpp # examples/imgui_impl_win32.h # examples/opengl2_example/main.cpp # examples/opengl3_example/main.cpp # examples/sdl_opengl2_example/main.cpp # examples/sdl_opengl3_example/main.cpp # examples/sdl_vulkan_example/main.cpp # examples/vulkan_example/main.cpp # imgui.cpp # imgui.h
93 lines
5.0 KiB
C
93 lines
5.0 KiB
C
// ImGui Renderer for: Vulkan
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Missing features:
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// [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
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// [ ] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). WORK-IN-PROGRESS.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// 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().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include <vulkan/vulkan.h>
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#define IMGUI_VK_QUEUED_FRAMES 2
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struct ImGui_ImplVulkan_InitInfo
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{
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VkInstance Instance;
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VkPhysicalDevice PhysicalDevice;
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VkDevice Device;
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uint32_t QueueFamily;
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VkQueue Queue;
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VkPipelineCache PipelineCache;
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VkDescriptorPool DescriptorPool;
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const VkAllocationCallbacks* Allocator;
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void (*CheckVkResultFn)(VkResult err);
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};
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IMGUI_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
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IMGUI_API void ImGui_ImplVulkan_Shutdown();
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IMGUI_API void ImGui_ImplVulkan_NewFrame();
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IMGUI_API void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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IMGUI_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
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IMGUI_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
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IMGUI_API bool ImGui_ImplVulkan_CreateDeviceObjects();
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//-------------------------------------------------------------------------
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// Miscellaneous Vulkan Helpers
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// Generally we try to NOT provide any kind of superfluous high-level helpers in the examples.
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// 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.
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// 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.
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//-------------------------------------------------------------------------
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// NB: Those functions do NOT use any of the state used/affected by the regular ImGui_ImplVulkan_XXX functions.
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//-------------------------------------------------------------------------
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struct ImGui_ImplVulkanH_FrameData;
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struct ImGui_ImplVulkanH_WindowData;
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IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
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IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
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IMGUI_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
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IMGUI_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
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IMGUI_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
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IMGUI_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
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struct ImGui_ImplVulkanH_FrameData
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{
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uint32_t BackbufferIndex; // keep track of recently rendered swapchain frame indices
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VkCommandPool CommandPool;
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VkCommandBuffer CommandBuffer;
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VkFence Fence;
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VkSemaphore ImageAcquiredSemaphore;
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VkSemaphore RenderCompleteSemaphore;
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IMGUI_API ImGui_ImplVulkanH_FrameData();
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};
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struct ImGui_ImplVulkanH_WindowData
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{
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int Width;
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int Height;
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VkSwapchainKHR Swapchain;
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VkSurfaceKHR Surface;
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VkSurfaceFormatKHR SurfaceFormat;
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VkPresentModeKHR PresentMode;
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VkRenderPass RenderPass;
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bool ClearEnable;
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VkClearValue ClearValue;
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uint32_t BackBufferCount;
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VkImage BackBuffer[16];
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VkImageView BackBufferView[16];
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VkFramebuffer Framebuffer[16];
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uint32_t FrameIndex;
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ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
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IMGUI_API ImGui_ImplVulkanH_WindowData();
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};
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