imgui/examples/imgui_impl_vulkan.h

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// dear imgui: Renderer for Vulkan
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// 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/
#pragma once
#include <vulkan/vulkan.h>
//#define IMGUI_VK_QUEUED_FRAMES 2
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// Please zero-clear before use.
struct ImGui_ImplVulkan_InitInfo
{
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
uint32_t QueueFamily;
VkQueue Queue;
VkPipelineCache PipelineCache;
VkDescriptorPool DescriptorPool;
int QueuedFrames;
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
};
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// Called by user code
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();
IMGUI_IMPL_API void ImGui_ImplVulkan_SetQueuedFramesCount(uint32_t count);
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
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IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
// Called by ImGui_ImplVulkan_Init() might be useful elsewhere.
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFrameDeviceObjects();
//-------------------------------------------------------------------------
// 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 app.)
//-------------------------------------------------------------------------
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// You probably do NOT need to use or care about those functions.
// 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,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
//-------------------------------------------------------------------------
struct ImGui_ImplVulkanH_FrameData;
struct ImGui_ImplVulkanH_WindowData;
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameData* fd, 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);
// 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.)
struct ImGui_ImplVulkanH_FrameData
{
uint32_t BackbufferIndex; // Keep track of recently rendered swapchain frame indices
VkCommandPool CommandPool;
VkCommandBuffer CommandBuffer;
VkFence Fence;
VkSemaphore ImageAcquiredSemaphore;
VkSemaphore RenderCompleteSemaphore;
IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();
};
// 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.)
struct ImGui_ImplVulkanH_WindowData
{
int Width;
int Height;
VkSwapchainKHR Swapchain;
VkSurfaceKHR Surface;
VkSurfaceFormatKHR SurfaceFormat;
VkPresentModeKHR PresentMode;
VkRenderPass RenderPass;
bool ClearEnable;
VkClearValue ClearValue;
uint32_t BackBufferCount;
VkImage BackBuffer[16];
VkImageView BackBufferView[16];
VkFramebuffer Framebuffer[16];
uint32_t FrameIndex;
ImVector<ImGui_ImplVulkanH_FrameData> Frames;
IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData();
};