imgui_impl_vulkan.h (8671B)
1 // dear imgui: Renderer Backend for Vulkan 2 // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) 3 4 // Implemented features: 5 // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. 6 // Missing features: 7 // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914 8 9 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 10 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 11 // Read online: https://github.com/ocornut/imgui/tree/master/docs 12 13 // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. 14 // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ 15 16 // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. 17 // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. 18 // You will use those if you want to use this rendering backend in your engine/app. 19 // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by 20 // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. 21 // Read comments in imgui_impl_vulkan.h. 22 23 #pragma once 24 #include "imgui.h" // IMGUI_IMPL_API 25 26 // [Configuration] in order to use a custom Vulkan function loader: 27 // (1) You'll need to disable default Vulkan function prototypes. 28 // We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. 29 // In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: 30 // - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file 31 // - Or as a compilation flag in your build system 32 // - Or uncomment here (not recommended because you'd be modifying imgui sources!) 33 // - Do not simply add it in a .cpp file! 34 // (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. 35 // If you have no idea what this is, leave it alone! 36 //#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES 37 38 // Vulkan includes 39 #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) 40 #define VK_NO_PROTOTYPES 41 #endif 42 #include <vulkan/vulkan.h> 43 44 // Initialization data, for ImGui_ImplVulkan_Init() 45 // [Please zero-clear before use!] 46 struct ImGui_ImplVulkan_InitInfo 47 { 48 VkInstance Instance; 49 VkPhysicalDevice PhysicalDevice; 50 VkDevice Device; 51 uint32_t QueueFamily; 52 VkQueue Queue; 53 VkPipelineCache PipelineCache; 54 VkDescriptorPool DescriptorPool; 55 uint32_t Subpass; 56 uint32_t MinImageCount; // >= 2 57 uint32_t ImageCount; // >= MinImageCount 58 VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT 59 const VkAllocationCallbacks* Allocator; 60 void (*CheckVkResultFn)(VkResult err); 61 }; 62 63 // Called by user code 64 IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); 65 IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); 66 IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); 67 IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); 68 IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); 69 IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); 70 IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) 71 72 // Optional: load Vulkan functions with a custom function loader 73 // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES 74 IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL); 75 76 //------------------------------------------------------------------------- 77 // Internal / Miscellaneous Vulkan Helpers 78 // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) 79 //------------------------------------------------------------------------- 80 // You probably do NOT need to use or care about those functions. 81 // Those functions only exist because: 82 // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. 83 // 2) the upcoming multi-viewport feature will need them internally. 84 // Generally we avoid exposing any kind of superfluous high-level helpers in the backends, 85 // but it is too much code to duplicate everywhere so we exceptionally expose them. 86 // 87 // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). 88 // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. 89 // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) 90 //------------------------------------------------------------------------- 91 92 struct ImGui_ImplVulkanH_Frame; 93 struct ImGui_ImplVulkanH_Window; 94 95 // Helpers 96 IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); 97 IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); 98 IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); 99 IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); 100 IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); 101 102 // Helper structure to hold the data needed by one rendering frame 103 // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) 104 // [Please zero-clear before use!] 105 struct ImGui_ImplVulkanH_Frame 106 { 107 VkCommandPool CommandPool; 108 VkCommandBuffer CommandBuffer; 109 VkFence Fence; 110 VkImage Backbuffer; 111 VkImageView BackbufferView; 112 VkFramebuffer Framebuffer; 113 }; 114 115 struct ImGui_ImplVulkanH_FrameSemaphores 116 { 117 VkSemaphore ImageAcquiredSemaphore; 118 VkSemaphore RenderCompleteSemaphore; 119 }; 120 121 // Helper structure to hold the data needed by one rendering context into one OS window 122 // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) 123 struct ImGui_ImplVulkanH_Window 124 { 125 int Width; 126 int Height; 127 VkSwapchainKHR Swapchain; 128 VkSurfaceKHR Surface; 129 VkSurfaceFormatKHR SurfaceFormat; 130 VkPresentModeKHR PresentMode; 131 VkRenderPass RenderPass; 132 VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo 133 bool ClearEnable; 134 VkClearValue ClearValue; 135 uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) 136 uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) 137 uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) 138 ImGui_ImplVulkanH_Frame* Frames; 139 ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; 140 141 ImGui_ImplVulkanH_Window() 142 { 143 memset(this, 0, sizeof(*this)); 144 PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; 145 ClearEnable = true; 146 } 147 }; 148