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							195 lines
						
					
					
						
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				// dear imgui: Renderer Backend for Vulkan | 
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) | 
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 | 
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// Implemented features: | 
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//  [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. | 
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//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. | 
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 | 
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// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. | 
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// See imgui_impl_vulkan.cpp file for details. | 
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 | 
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// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. | 
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ | 
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 | 
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | 
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | 
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// Learn about Dear ImGui: | 
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// - FAQ                  https://dearimgui.com/faq | 
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// - Getting Started      https://dearimgui.com/getting-started | 
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// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder). | 
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// - Introduction, links and more at the top of imgui.cpp | 
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 | 
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. | 
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. | 
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//   You will use those if you want to use this rendering backend in your engine/app. | 
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by | 
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//   the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. | 
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// Read comments in imgui_impl_vulkan.h. | 
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 | 
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#pragma once | 
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#ifndef IMGUI_DISABLE | 
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#include "imgui.h"      // IMGUI_IMPL_API | 
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 | 
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// [Configuration] in order to use a custom Vulkan function loader: | 
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// (1) You'll need to disable default Vulkan function prototypes. | 
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//     We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. | 
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//     In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: | 
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//     - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file | 
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//     - Or as a compilation flag in your build system | 
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//     - Or uncomment here (not recommended because you'd be modifying imgui sources!) | 
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//     - Do not simply add it in a .cpp file! | 
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// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. | 
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// If you have no idea what this is, leave it alone! | 
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//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES | 
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 | 
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// Convenience support for Volk | 
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// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) | 
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//#define IMGUI_IMPL_VULKAN_USE_VOLK | 
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 | 
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#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) | 
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#define VK_NO_PROTOTYPES | 
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#endif | 
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#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX) | 
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#define NOMINMAX | 
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#endif | 
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 | 
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// Vulkan includes | 
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#ifdef IMGUI_IMPL_VULKAN_USE_VOLK | 
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#include <Volk/volk.h> | 
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#else | 
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#include <vulkan/vulkan.h> | 
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#endif | 
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#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) | 
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#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING | 
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#endif | 
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 | 
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// Initialization data, for ImGui_ImplVulkan_Init() | 
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// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, | 
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//   and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor. | 
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// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. | 
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// [Please zero-clear before use!] | 
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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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    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                        ImageCount;                   // >= MinImageCount | 
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    VkSampleCountFlagBits           MSAASamples;                  // 0 defaults to VK_SAMPLE_COUNT_1_BIT | 
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 | 
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    // (Optional) | 
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    VkPipelineCache                 PipelineCache; | 
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    uint32_t                        Subpass; | 
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 | 
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    // (Optional) Dynamic Rendering | 
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    // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. | 
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    bool                            UseDynamicRendering; | 
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING | 
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    VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; | 
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#endif | 
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 | 
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    // (Optional) Allocation, Debugging | 
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    const VkAllocationCallbacks*    Allocator; | 
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    void                            (*CheckVkResultFn)(VkResult err); | 
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    VkDeviceSize                    MinAllocationSize;      // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. | 
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}; | 
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 | 
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// Called by user code | 
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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_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 bool         ImGui_ImplVulkan_CreateFontsTexture(); | 
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IMGUI_IMPL_API void         ImGui_ImplVulkan_DestroyFontsTexture(); | 
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IMGUI_IMPL_API void         ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) | 
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 | 
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// Register a texture (VkDescriptorSet == ImTextureID) | 
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// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem | 
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// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. | 
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IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); | 
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IMGUI_IMPL_API void            ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); | 
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 | 
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// Optional: load Vulkan functions with a custom function loader | 
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// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES | 
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IMGUI_IMPL_API bool         ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); | 
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 | 
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//------------------------------------------------------------------------- | 
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// Internal / Miscellaneous Vulkan Helpers | 
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// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) | 
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//------------------------------------------------------------------------- | 
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// You probably do NOT need to use or care about those functions. | 
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// Those functions only exist because: | 
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//   1) they facilitate the readability and maintenance of the multiple main.cpp examples files. | 
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//   2) the multi-viewport / platform window implementation needs them internally. | 
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// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, | 
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// but it is too much code to duplicate everywhere so we exceptionally expose them. | 
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// | 
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// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). | 
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// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. | 
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// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) | 
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//------------------------------------------------------------------------- | 
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 | 
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struct ImGui_ImplVulkanH_Frame; | 
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struct ImGui_ImplVulkanH_Window; | 
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 | 
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// Helpers | 
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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); | 
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IMGUI_IMPL_API void                 ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); | 
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IMGUI_IMPL_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_IMPL_API VkPresentModeKHR     ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); | 
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IMGUI_IMPL_API int                  ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); | 
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 | 
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// Helper structure to hold the data needed by one rendering frame | 
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// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) | 
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// [Please zero-clear before use!] | 
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struct ImGui_ImplVulkanH_Frame | 
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{ | 
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    VkCommandPool       CommandPool; | 
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    VkCommandBuffer     CommandBuffer; | 
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    VkFence             Fence; | 
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    VkImage             Backbuffer; | 
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    VkImageView         BackbufferView; | 
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    VkFramebuffer       Framebuffer; | 
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}; | 
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 | 
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struct ImGui_ImplVulkanH_FrameSemaphores | 
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{ | 
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    VkSemaphore         ImageAcquiredSemaphore; | 
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    VkSemaphore         RenderCompleteSemaphore; | 
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}; | 
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 | 
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// Helper structure to hold the data needed by one rendering context into one OS window | 
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// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) | 
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struct ImGui_ImplVulkanH_Window | 
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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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    VkPipeline          Pipeline;               // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo | 
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    bool                UseDynamicRendering; | 
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    bool                ClearEnable; | 
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    VkClearValue        ClearValue; | 
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    uint32_t            FrameIndex;             // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) | 
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    uint32_t            ImageCount;             // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) | 
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    uint32_t            SemaphoreCount;         // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR | 
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    uint32_t            SemaphoreIndex;         // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) | 
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    ImGui_ImplVulkanH_Frame*            Frames; | 
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    ImGui_ImplVulkanH_FrameSemaphores*  FrameSemaphores; | 
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 | 
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    ImGui_ImplVulkanH_Window() | 
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    { | 
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        memset((void*)this, 0, sizeof(*this)); | 
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        PresentMode = (VkPresentModeKHR)~0;     // Ensure we get an error if user doesn't set this. | 
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        ClearEnable = true; | 
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    } | 
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}; | 
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 | 
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#endif // #ifndef IMGUI_DISABLE
 | 
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 |