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// 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..)
// 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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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXXX 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_XXXX 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.
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# pragma once
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# include <vulkan/vulkan.h>
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// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
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struct ImGui_ImplVulkan_InitInfo
{
VkInstance Instance ;
VkPhysicalDevice PhysicalDevice ;
VkDevice Device ;
uint32_t QueueFamily ;
VkQueue Queue ;
VkPipelineCache PipelineCache ;
VkDescriptorPool DescriptorPool ;
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int FramesQueueSize ; // >= 2, generally matches the image count returned by vkGetSwapchainImagesKHR
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const VkAllocationCallbacks * Allocator ;
void ( * CheckVkResultFn ) ( VkResult err ) ;
} ;
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// Reusable buffers used for rendering by current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
// [Please zero-clear before use!]
// In the examples we store those in the helper ImGui_ImplVulkanH_FrameData structure, however as your own engine/app likely won't use the ImGui_Impl_VulkanH_XXXX helpers,
// you are expected to hold on as many ImGui_ImplVulkan_FrameRenderBuffers structures on your side as you have in-flight frames (== init_info.FramesQueueSize)
struct ImGui_ImplVulkan_FrameRenderBuffers
{
VkDeviceMemory VertexBufferMemory ;
VkDeviceMemory IndexBufferMemory ;
VkDeviceSize VertexBufferSize ;
VkDeviceSize IndexBufferSize ;
VkBuffer VertexBuffer ;
VkBuffer IndexBuffer ;
} ;
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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 ) ;
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown ( ) ;
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame ( ) ;
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IMGUI_IMPL_API void ImGui_ImplVulkan_SetFramesQueueSize ( int frames_queue_size ) ; // To override FramesQueueSize after initialization
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IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData ( ImDrawData * draw_data , VkCommandBuffer command_buffer , ImGui_ImplVulkan_FrameRenderBuffers * buffers ) ;
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IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture ( VkCommandBuffer command_buffer ) ;
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IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects ( ) ;
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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_DestroyDeviceObjects ( ) ;
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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:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 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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//
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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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//-------------------------------------------------------------------------
struct ImGui_ImplVulkanH_FrameData ;
struct ImGui_ImplVulkanH_WindowData ;
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IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowData ( VkInstance instance , VkPhysicalDevice physical_device , VkDevice device , ImGui_ImplVulkanH_WindowData * wd , 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_DestroyWindowData ( VkInstance instance , VkDevice device , ImGui_ImplVulkanH_WindowData * wd , 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 ) ;
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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 app.)
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// [Please zero-clear before use!]
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struct ImGui_ImplVulkanH_FrameData
{
VkCommandPool CommandPool ;
VkCommandBuffer CommandBuffer ;
VkFence Fence ;
VkSemaphore ImageAcquiredSemaphore ;
VkSemaphore RenderCompleteSemaphore ;
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VkImage Backbuffer ;
VkImageView BackbufferView ;
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VkFramebuffer Framebuffer ;
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ImGui_ImplVulkan_FrameRenderBuffers RenderBuffers ;
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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 app.)
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struct ImGui_ImplVulkanH_WindowData
{
int Width ;
int Height ;
VkSwapchainKHR Swapchain ;
VkSurfaceKHR Surface ;
VkSurfaceFormatKHR SurfaceFormat ;
VkPresentModeKHR PresentMode ;
VkRenderPass RenderPass ;
bool ClearEnable ;
VkClearValue ClearValue ;
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uint32_t FrameIndex ; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
uint32_t FramesQueueSize ; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
ImGui_ImplVulkanH_FrameData * Frames ;
ImGui_ImplVulkanH_WindowData ( )
{
memset ( this , 0 , sizeof ( * this ) ) ;
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR ;
ClearEnable = true ;
}
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} ;