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196 lines
11 KiB
196 lines
11 KiB
// 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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// Implemented features: |
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// [x] 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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// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). |
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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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// 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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// 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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// 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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#pragma once |
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#ifndef IMGUI_DISABLE |
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#include "imgui.h" // IMGUI_IMPL_API |
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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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// 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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#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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// 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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// 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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// (Optional) |
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VkPipelineCache PipelineCache; |
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uint32_t Subpass; |
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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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// (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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// 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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// 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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// 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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// 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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struct ImGui_ImplVulkanH_Frame; |
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struct ImGui_ImplVulkanH_Window; |
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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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// 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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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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// 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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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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#endif // #ifndef IMGUI_DISABLE
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