imgui_impl_vulkan.h 4.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990
  1. // ImGui Renderer for: Vulkan
  2. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  3. // Missing features:
  4. // [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
  5. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  6. // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
  7. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  8. // https://github.com/ocornut/imgui
  9. #include <vulkan/vulkan.h>
  10. #define IMGUI_VK_QUEUED_FRAMES 2
  11. struct ImGui_ImplVulkan_InitInfo
  12. {
  13. VkInstance Instance;
  14. VkPhysicalDevice PhysicalDevice;
  15. VkDevice Device;
  16. uint32_t QueueFamily;
  17. VkQueue Queue;
  18. VkPipelineCache PipelineCache;
  19. VkDescriptorPool DescriptorPool;
  20. const VkAllocationCallbacks* Allocator;
  21. void (*CheckVkResultFn)(VkResult err);
  22. };
  23. IMGUI_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
  24. IMGUI_API void ImGui_ImplVulkan_Shutdown();
  25. IMGUI_API void ImGui_ImplVulkan_NewFrame();
  26. IMGUI_API void ImGui_ImplVulkan_Render(VkCommandBuffer command_buffer);
  27. IMGUI_API void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData* draw_data);
  28. // Called by Init/NewFrame/Shutdown
  29. IMGUI_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
  30. IMGUI_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
  31. IMGUI_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
  32. IMGUI_API bool ImGui_ImplVulkan_CreateDeviceObjects();
  33. //-------------------------------------------------------------------------
  34. // Miscellaneous Vulkan Helpers
  35. // Generally we try to NOT provide any kind of superfluous high-level helpers in the examples.
  36. // But for the purpose of allowing multi-windows, we need those internally anyway. The code being not trivial are exposing it for the benefit of the example code.
  37. // If your application/engine already has code to create all that data (swap chain, render pass, frame buffers, etc.) you can ignore all of this.
  38. //-------------------------------------------------------------------------
  39. // NB: Those functions do NOT use any of the state used/affected by the regular ImGui_ImplVulkan_XXX functions.
  40. //-------------------------------------------------------------------------
  41. struct ImGui_ImplVulkan_FrameData;
  42. struct ImGui_ImplVulkan_WindowData;
  43. IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkan_WindowData* wd, const VkAllocationCallbacks* allocator);
  44. IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkan_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
  45. IMGUI_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkan_WindowData* wd, const VkAllocationCallbacks* allocator);
  46. IMGUI_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
  47. IMGUI_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
  48. struct ImGui_ImplVulkan_FrameData
  49. {
  50. uint32_t BackbufferIndex; // keep track of recently rendered swapchain frame indices
  51. VkCommandPool CommandPool;
  52. VkCommandBuffer CommandBuffer;
  53. VkFence Fence;
  54. VkSemaphore PresentCompleteSemaphore;
  55. VkSemaphore RenderCompleteSemaphore;
  56. IMGUI_API ImGui_ImplVulkan_FrameData();
  57. };
  58. struct ImGui_ImplVulkan_WindowData
  59. {
  60. int Width;
  61. int Height;
  62. VkSwapchainKHR Swapchain;
  63. VkSurfaceKHR Surface;
  64. VkSurfaceFormatKHR SurfaceFormat;
  65. VkPresentModeKHR PresentMode;
  66. VkRenderPass RenderPass;
  67. VkClearValue ClearValue;
  68. uint32_t BackBufferCount;
  69. VkImage BackBuffer[16];
  70. VkImageView BackBufferView[16];
  71. VkFramebuffer Framebuffer[16];
  72. uint32_t FrameIndex;
  73. ImGui_ImplVulkan_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
  74. IMGUI_API ImGui_ImplVulkan_WindowData();
  75. };