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105 lines
5.6 KiB
105 lines
5.6 KiB
// dear 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 are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
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// https://github.com/ocornut/imgui |
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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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#pragma once |
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#include <vulkan/vulkan.h> |
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#define IMGUI_VK_QUEUED_FRAMES 2 |
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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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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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// Called by user code |
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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(ImDrawData* draw_data, VkCommandBuffer command_buffer); |
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IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); |
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IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); |
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// Called by ImGui_ImplVulkan_Init() might be useful elsewhere. |
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IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects(); |
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IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); |
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//------------------------------------------------------------------------- |
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// Internal / Miscellaneous Vulkan Helpers |
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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 upcoming multi-viewport feature will need 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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// Your application/engine 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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// (those 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_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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// Helper structure to hold the data needed by one rendering frame |
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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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// Helper structure to hold the data needed by one rendering context into one OS window |
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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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