Examples: SDL,GLFW,Vulkan: The Platform<>Renderer link is handled by SDL/GLFW platforms, both can compile without Vulkan headers, SDL+Vulkan is now on part with GLFW+Vulkan (aka broken the same way!). (#1542)
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@ -34,6 +34,12 @@
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window
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#endif
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#ifdef GLFW_HOVERED
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#define GLFW_HAS_GLFW_HOVERED 1
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#else
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#define GLFW_HAS_GLFW_HOVERED 0
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#endif
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+
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// Data
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enum GlfwClientApi
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@ -437,6 +443,31 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport)
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glfwSwapBuffers(data->Window);
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}
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// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
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// Avoid including <vulkan.h> so we can build without it
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#if GLFW_HAS_VULKAN
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#ifndef VULKAN_H_
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#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
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#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
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#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
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#else
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#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
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#endif
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VK_DEFINE_HANDLE(VkInstance)
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VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
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struct VkAllocationCallbacks;
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enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
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#endif // VULKAN_H_
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extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
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static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
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{
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ImGuiPlatformDataGlfw* data = (ImGuiPlatformDataGlfw*)viewport->PlatformUserData;
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IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
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VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
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return (int)err;
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}
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#endif // GLFW_HAS_VULKAN
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static void ImGui_ImplGlfw_InitPlatformInterface()
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{
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// Register platform interface (will be coupled with a renderer interface)
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@ -451,9 +482,9 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
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io.PlatformInterface.SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
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io.PlatformInterface.RenderViewport = ImGui_ImplGlfw_RenderViewport;
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io.PlatformInterface.SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
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// We let the user set up the link to glfwCreateWindowSurface() here, so this binding can work with old GLFW and without Vulkan headers
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io.PlatformInterface.CreateVkSurface = NULL;
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#if GLFW_HAS_VULKAN
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io.PlatformInterface.CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
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#endif
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// Register main window handle
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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@ -32,6 +32,9 @@
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// SDL
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#include <SDL.h>
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#include <SDL_syswm.h>
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#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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// Data
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static SDL_Window* g_Window = NULL;
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@ -151,7 +154,7 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
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// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
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#if SDL_VERSION_ATLEAST(2,0,4)
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#if SDL_HAS_CAPTURE_MOUSE
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io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
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#endif
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if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports))
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@ -185,7 +188,7 @@ static void ImGui_ImplSDL2_UpdateMouse()
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io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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#if SDL_VERSION_ATLEAST(2,0,4)
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#if SDL_HAS_CAPTURE_MOUSE
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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if (focused_window)
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{
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@ -254,8 +257,6 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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// Platform Windows
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// --------------------------------------------------------------------------------------------------------
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#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
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struct ImGuiPlatformDataSDL2
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{
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SDL_Window* Window;
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@ -280,12 +281,13 @@ static void ImGui_ImplSDL2_CreateViewport(ImGuiViewport* viewport)
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// We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
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Uint32 sdl_flags = 0;
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sdl_flags |= SDL_WINDOW_OPENGL; // FIXME-PLATFORM
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sdl_flags |= main_viewport_data->GLContext ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
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sdl_flags |= SDL_WINDOW_HIDDEN;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
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data->Window = SDL_CreateWindow("No Title Yet", 0, 0, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
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data->GLContext = SDL_GL_CreateContext(data->Window);
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if (main_viewport_data->GLContext)
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data->GLContext = SDL_GL_CreateContext(data->Window);
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viewport->PlatformHandle = (void*)data->Window;
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}
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@ -374,16 +376,33 @@ static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* t
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static void ImGui_ImplSDL2_RenderViewport(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
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SDL_GL_MakeCurrent(data->Window, data->GLContext);
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if (data->GLContext)
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SDL_GL_MakeCurrent(data->Window, data->GLContext);
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}
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static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
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SDL_GL_MakeCurrent(data->Window, data->GLContext); // FIXME-PLATFORM2
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SDL_GL_SwapWindow(data->Window);
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if (data->GLContext)
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{
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SDL_GL_MakeCurrent(data->Window, data->GLContext); // FIXME-PLATFORM2
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SDL_GL_SwapWindow(data->Window);
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}
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}
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// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
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// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
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#if SDL_HAS_VULKAN
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#include <SDL_vulkan.h>
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static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
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{
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ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
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(void)vk_allocator;
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SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
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return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
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}
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#endif // SDL_HAS_VULKAN
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static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
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{
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// Register platform interface (will be coupled with a renderer interface)
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@ -398,6 +417,9 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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io.PlatformInterface.SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
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io.PlatformInterface.RenderViewport = ImGui_ImplSDL2_RenderViewport;
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io.PlatformInterface.SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
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#if SDL_HAS_VULKAN
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io.PlatformInterface.CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
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#endif
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io.ConfigFlags |= SDL_HAS_WINDOW_OPACITY ? ImGuiConfigFlags_PlatformHasWindowAlpha : 0;
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@ -199,7 +199,6 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
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void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData* draw_data)
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{
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VkResult err;
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ImGuiIO& io = ImGui::GetIO();
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if (draw_data->TotalVtxCount == 0)
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return;
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@ -1070,7 +1069,7 @@ static void ImGui_ImplVulkan_CreateViewport(ImGuiViewport* viewport)
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// Create surface
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ImGuiIO& io = ImGui::GetIO();
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VkResult err = (VkResult)io.PlatformInterface.CreateVkSurface(viewport->PlatformHandle, (ImU64)g_Instance, (const void*)g_Allocator, (ImU64*)&wd->Surface);
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VkResult err = (VkResult)io.PlatformInterface.CreateVkSurface(viewport, (ImU64)g_Instance, (const void*)g_Allocator, (ImU64*)&wd->Surface);
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check_vk_result(err);
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// Check for WSI support
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@ -311,17 +311,6 @@ static void glfw_resize_callback(GLFWwindow*, int w, int h)
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g_ResizeHeight = h;
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}
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static int glfw_create_vk_surface(void* platform_handle, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
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{
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GLFWwindow* window = (GLFWwindow*)platform_handle;
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VkInstance instance = (VkInstance)vk_instance;
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const VkAllocationCallbacks* allocator = (const VkAllocationCallbacks*)vk_allocator;
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VkSurfaceKHR* surface = (VkSurfaceKHR*)out_vk_surface;
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VkResult err = glfwCreateWindowSurface(instance, window, allocator, surface);
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check_vk_result(err);
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return (int)err;
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}
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int main(int, char**)
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{
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// Setup window
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@ -363,7 +352,6 @@ int main(int, char**)
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// Setup GLFW binding
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ImGui_ImplGlfw_InitForVulkan(window, true);
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io.PlatformInterface.CreateVkSurface = glfw_create_vk_surface;
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// Setup Vulkan binding
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ImGui_ImplVulkan_InitInfo init_info = {};
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2
imgui.h
2
imgui.h
@ -963,7 +963,7 @@ struct ImGuiPlatformInterface
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void (*SwapBuffers)(ImGuiViewport* viewport);
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// FIXME-VIEWPORT: Experimenting with back-end abstraction. This probably shouldn't stay as is.
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int (*CreateVkSurface)(void* platform_handle, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface);
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int (*CreateVkSurface)(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface);
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// FIXME-DPI
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float (*GetWindowDpiScale)(ImGuiViewport* viewport); // (Optional)
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