imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
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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