mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-27 14:07:00 +00:00
127 lines
6.8 KiB
C
127 lines
6.8 KiB
C
// dear imgui: Renderer for Vulkan
|
|
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
|
|
|
// Implemented features:
|
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
|
// Missing features:
|
|
// [ ] 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 are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
|
// https://github.com/ocornut/imgui
|
|
|
|
// 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 back-end in your engine/app.
|
|
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
|
// the back-end 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 <vulkan/vulkan.h>
|
|
|
|
// 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 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);
|
|
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 upcoming multi-viewport feature will need 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_CreateWindow(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;
|
|
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;
|
|
}
|
|
};
|
|
|