mirror of https://github.com/ocornut/imgui
575 lines
25 KiB
C++
575 lines
25 KiB
C++
// Dear ImGui: standalone example application for Glfw + Vulkan
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// You will use those if you want to use this rendering backend in your engine/app.
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// Read comments in imgui_impl_vulkan.h.
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_vulkan.h"
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#include <stdio.h> // printf, fprintf
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#include <stdlib.h> // abort
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#define GLFW_INCLUDE_NONE
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#define GLFW_INCLUDE_VULKAN
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#include <GLFW/glfw3.h>
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// Volk headers
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#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
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#define VOLK_IMPLEMENTATION
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#include <volk.h>
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#endif
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
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#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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//#define APP_USE_UNLIMITED_FRAME_RATE
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#ifdef _DEBUG
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#define APP_USE_VULKAN_DEBUG_REPORT
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#endif
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// Data
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static VkAllocationCallbacks* g_Allocator = nullptr;
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static VkInstance g_Instance = VK_NULL_HANDLE;
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static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
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static VkDevice g_Device = VK_NULL_HANDLE;
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static uint32_t g_QueueFamily = (uint32_t)-1;
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static VkQueue g_Queue = VK_NULL_HANDLE;
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static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
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static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
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static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
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static ImGui_ImplVulkanH_Window g_MainWindowData;
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static int g_MinImageCount = 2;
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static bool g_SwapChainRebuild = false;
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "GLFW Error %d: %s\n", error, description);
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}
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static void check_vk_result(VkResult err)
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{
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if (err == 0)
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return;
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fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
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if (err < 0)
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abort();
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}
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#ifdef APP_USE_VULKAN_DEBUG_REPORT
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static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
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{
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(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
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fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
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return VK_FALSE;
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}
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#endif // APP_USE_VULKAN_DEBUG_REPORT
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static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
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{
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for (const VkExtensionProperties& p : properties)
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if (strcmp(p.extensionName, extension) == 0)
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return true;
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return false;
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}
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static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
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{
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uint32_t gpu_count;
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VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
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check_vk_result(err);
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IM_ASSERT(gpu_count > 0);
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ImVector<VkPhysicalDevice> gpus;
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gpus.resize(gpu_count);
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
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check_vk_result(err);
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// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
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// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
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// dedicated GPUs) is out of scope of this sample.
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for (VkPhysicalDevice& device : gpus)
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{
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VkPhysicalDeviceProperties properties;
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vkGetPhysicalDeviceProperties(device, &properties);
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if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
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return device;
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}
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// Use first GPU (Integrated) is a Discrete one is not available.
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if (gpu_count > 0)
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return gpus[0];
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return VK_NULL_HANDLE;
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}
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static void SetupVulkan(ImVector<const char*> instance_extensions)
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{
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VkResult err;
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#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
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volkInitialize();
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#endif
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// Create Vulkan Instance
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{
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VkInstanceCreateInfo create_info = {};
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create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
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// Enumerate available extensions
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uint32_t properties_count;
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ImVector<VkExtensionProperties> properties;
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vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
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properties.resize(properties_count);
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err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
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check_vk_result(err);
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// Enable required extensions
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if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
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instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
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if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
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{
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instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
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create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
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}
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#endif
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// Enabling validation layers
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#ifdef APP_USE_VULKAN_DEBUG_REPORT
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const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
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create_info.enabledLayerCount = 1;
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create_info.ppEnabledLayerNames = layers;
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instance_extensions.push_back("VK_EXT_debug_report");
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#endif
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// Create Vulkan Instance
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create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
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create_info.ppEnabledExtensionNames = instance_extensions.Data;
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err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
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check_vk_result(err);
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#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
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volkLoadInstance(g_Instance);
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#endif
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// Setup the debug report callback
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#ifdef APP_USE_VULKAN_DEBUG_REPORT
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auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
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IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
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VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
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debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
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debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
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debug_report_ci.pfnCallback = debug_report;
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debug_report_ci.pUserData = nullptr;
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err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
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check_vk_result(err);
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#endif
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}
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// Select Physical Device (GPU)
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g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
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// Select graphics queue family
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{
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uint32_t count;
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
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VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
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for (uint32_t i = 0; i < count; i++)
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if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
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{
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g_QueueFamily = i;
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break;
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}
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free(queues);
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IM_ASSERT(g_QueueFamily != (uint32_t)-1);
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}
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// Create Logical Device (with 1 queue)
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{
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ImVector<const char*> device_extensions;
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device_extensions.push_back("VK_KHR_swapchain");
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// Enumerate physical device extension
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uint32_t properties_count;
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ImVector<VkExtensionProperties> properties;
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vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
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properties.resize(properties_count);
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vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
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#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
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if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
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device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
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#endif
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const float queue_priority[] = { 1.0f };
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VkDeviceQueueCreateInfo queue_info[1] = {};
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queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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queue_info[0].queueFamilyIndex = g_QueueFamily;
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queue_info[0].queueCount = 1;
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queue_info[0].pQueuePriorities = queue_priority;
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VkDeviceCreateInfo create_info = {};
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create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
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create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
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create_info.pQueueCreateInfos = queue_info;
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create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
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create_info.ppEnabledExtensionNames = device_extensions.Data;
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err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
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check_vk_result(err);
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vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
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}
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// Create Descriptor Pool
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// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
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// If you wish to load e.g. additional textures you may need to alter pools sizes.
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{
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VkDescriptorPoolSize pool_sizes[] =
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{
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{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
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};
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VkDescriptorPoolCreateInfo pool_info = {};
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pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
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pool_info.maxSets = 1;
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pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
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pool_info.pPoolSizes = pool_sizes;
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err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
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check_vk_result(err);
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}
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}
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// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
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// Your real engine/app may not use them.
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static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
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{
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wd->Surface = surface;
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// Check for WSI support
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VkBool32 res;
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vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
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if (res != VK_TRUE)
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{
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fprintf(stderr, "Error no WSI support on physical device 0\n");
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exit(-1);
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}
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// Select Surface Format
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const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
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const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
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wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
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// Select Present Mode
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#ifdef APP_USE_UNLIMITED_FRAME_RATE
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VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
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#else
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VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
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#endif
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wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
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//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
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// Create SwapChain, RenderPass, Framebuffer, etc.
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IM_ASSERT(g_MinImageCount >= 2);
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ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
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}
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static void CleanupVulkan()
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{
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vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
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#ifdef APP_USE_VULKAN_DEBUG_REPORT
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// Remove the debug report callback
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auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
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f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
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#endif // APP_USE_VULKAN_DEBUG_REPORT
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vkDestroyDevice(g_Device, g_Allocator);
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vkDestroyInstance(g_Instance, g_Allocator);
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}
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static void CleanupVulkanWindow()
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{
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ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
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}
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static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
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{
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VkResult err;
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VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
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VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
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err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
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if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
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{
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g_SwapChainRebuild = true;
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return;
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}
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check_vk_result(err);
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ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
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{
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err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
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check_vk_result(err);
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err = vkResetFences(g_Device, 1, &fd->Fence);
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check_vk_result(err);
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}
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{
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err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
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check_vk_result(err);
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VkCommandBufferBeginInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
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check_vk_result(err);
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}
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{
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VkRenderPassBeginInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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info.renderPass = wd->RenderPass;
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info.framebuffer = fd->Framebuffer;
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info.renderArea.extent.width = wd->Width;
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info.renderArea.extent.height = wd->Height;
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info.clearValueCount = 1;
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info.pClearValues = &wd->ClearValue;
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vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
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}
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// Record dear imgui primitives into command buffer
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ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
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// Submit command buffer
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vkCmdEndRenderPass(fd->CommandBuffer);
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{
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VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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VkSubmitInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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info.waitSemaphoreCount = 1;
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info.pWaitSemaphores = &image_acquired_semaphore;
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info.pWaitDstStageMask = &wait_stage;
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info.commandBufferCount = 1;
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info.pCommandBuffers = &fd->CommandBuffer;
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info.signalSemaphoreCount = 1;
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info.pSignalSemaphores = &render_complete_semaphore;
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err = vkEndCommandBuffer(fd->CommandBuffer);
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check_vk_result(err);
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err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
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check_vk_result(err);
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}
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}
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static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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{
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if (g_SwapChainRebuild)
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return;
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VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
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VkPresentInfoKHR info = {};
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info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
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info.waitSemaphoreCount = 1;
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info.pWaitSemaphores = &render_complete_semaphore;
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info.swapchainCount = 1;
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info.pSwapchains = &wd->Swapchain;
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info.pImageIndices = &wd->FrameIndex;
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VkResult err = vkQueuePresentKHR(g_Queue, &info);
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if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
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{
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g_SwapChainRebuild = true;
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return;
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}
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check_vk_result(err);
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wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
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}
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// Main code
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int main(int, char**)
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{
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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return 1;
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// Create window with Vulkan context
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr);
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if (!glfwVulkanSupported())
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{
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printf("GLFW: Vulkan Not Supported\n");
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return 1;
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}
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ImVector<const char*> extensions;
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uint32_t extensions_count = 0;
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const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
|
|
for (uint32_t i = 0; i < extensions_count; i++)
|
|
extensions.push_back(glfw_extensions[i]);
|
|
SetupVulkan(extensions);
|
|
|
|
// Create Window Surface
|
|
VkSurfaceKHR surface;
|
|
VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
|
|
check_vk_result(err);
|
|
|
|
// Create Framebuffers
|
|
int w, h;
|
|
glfwGetFramebufferSize(window, &w, &h);
|
|
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
|
SetupVulkanWindow(wd, surface, w, h);
|
|
|
|
// Setup Dear ImGui context
|
|
IMGUI_CHECKVERSION();
|
|
ImGui::CreateContext();
|
|
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
|
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
|
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
|
|
|
// Setup Dear ImGui style
|
|
ImGui::StyleColorsDark();
|
|
//ImGui::StyleColorsLight();
|
|
|
|
// Setup Platform/Renderer backends
|
|
ImGui_ImplGlfw_InitForVulkan(window, true);
|
|
ImGui_ImplVulkan_InitInfo init_info = {};
|
|
init_info.Instance = g_Instance;
|
|
init_info.PhysicalDevice = g_PhysicalDevice;
|
|
init_info.Device = g_Device;
|
|
init_info.QueueFamily = g_QueueFamily;
|
|
init_info.Queue = g_Queue;
|
|
init_info.PipelineCache = g_PipelineCache;
|
|
init_info.DescriptorPool = g_DescriptorPool;
|
|
init_info.RenderPass = wd->RenderPass;
|
|
init_info.Subpass = 0;
|
|
init_info.MinImageCount = g_MinImageCount;
|
|
init_info.ImageCount = wd->ImageCount;
|
|
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
|
init_info.Allocator = g_Allocator;
|
|
init_info.CheckVkResultFn = check_vk_result;
|
|
ImGui_ImplVulkan_Init(&init_info);
|
|
|
|
// Load Fonts
|
|
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
|
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
|
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
|
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
|
//io.Fonts->AddFontDefault();
|
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
|
//IM_ASSERT(font != nullptr);
|
|
|
|
// Our state
|
|
bool show_demo_window = true;
|
|
bool show_another_window = false;
|
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
|
|
|
// Main loop
|
|
while (!glfwWindowShouldClose(window))
|
|
{
|
|
// Poll and handle events (inputs, window resize, etc.)
|
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
|
glfwPollEvents();
|
|
|
|
// Resize swap chain?
|
|
int fb_width, fb_height;
|
|
glfwGetFramebufferSize(window, &fb_width, &fb_height);
|
|
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
|
{
|
|
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
|
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
|
|
g_MainWindowData.FrameIndex = 0;
|
|
g_SwapChainRebuild = false;
|
|
}
|
|
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
|
|
{
|
|
ImGui_ImplGlfw_Sleep(10);
|
|
continue;
|
|
}
|
|
|
|
// Start the Dear ImGui frame
|
|
ImGui_ImplVulkan_NewFrame();
|
|
ImGui_ImplGlfw_NewFrame();
|
|
ImGui::NewFrame();
|
|
|
|
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
|
if (show_demo_window)
|
|
ImGui::ShowDemoWindow(&show_demo_window);
|
|
|
|
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
|
{
|
|
static float f = 0.0f;
|
|
static int counter = 0;
|
|
|
|
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
|
|
|
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
|
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
|
ImGui::Checkbox("Another Window", &show_another_window);
|
|
|
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
|
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
|
|
|
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
|
counter++;
|
|
ImGui::SameLine();
|
|
ImGui::Text("counter = %d", counter);
|
|
|
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
|
ImGui::End();
|
|
}
|
|
|
|
// 3. Show another simple window.
|
|
if (show_another_window)
|
|
{
|
|
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
|
ImGui::Text("Hello from another window!");
|
|
if (ImGui::Button("Close Me"))
|
|
show_another_window = false;
|
|
ImGui::End();
|
|
}
|
|
|
|
// Rendering
|
|
ImGui::Render();
|
|
ImDrawData* draw_data = ImGui::GetDrawData();
|
|
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
|
|
if (!is_minimized)
|
|
{
|
|
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
|
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
|
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
|
wd->ClearValue.color.float32[3] = clear_color.w;
|
|
FrameRender(wd, draw_data);
|
|
FramePresent(wd);
|
|
}
|
|
}
|
|
|
|
// Cleanup
|
|
err = vkDeviceWaitIdle(g_Device);
|
|
check_vk_result(err);
|
|
ImGui_ImplVulkan_Shutdown();
|
|
ImGui_ImplGlfw_Shutdown();
|
|
ImGui::DestroyContext();
|
|
|
|
CleanupVulkanWindow();
|
|
CleanupVulkan();
|
|
|
|
glfwDestroyWindow(window);
|
|
glfwTerminate();
|
|
|
|
return 0;
|
|
}
|