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91 lines
4.9 KiB
91 lines
4.9 KiB
// 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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// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 |
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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_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); |
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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(VkCommandBuffer command_buffer, ImDrawData* draw_data); |
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// Called by Init/NewFrame/Shutdown |
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IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); |
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IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); |
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IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); |
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IMGUI_IMPL_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 upcoming multi-viewport feature, the Vulkan will need this code anyway, so we decided to shared it and use it in the examples' main.cpp |
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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_IMPL_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_IMPL_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_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, 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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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_IMPL_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_IMPL_API ImGui_ImplVulkanH_WindowData(); |
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}; |
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