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- // ImGui Renderer for: Vulkan
- // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
- // Missing features:
- // [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
- // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
- // 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().
- // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
- // https://github.com/ocornut/imgui
- #include <vulkan/vulkan.h>
- #define IMGUI_VK_QUEUED_FRAMES 2
- struct ImGui_ImplVulkan_InitInfo
- {
- VkInstance Instance;
- VkPhysicalDevice PhysicalDevice;
- VkDevice Device;
- uint32_t QueueFamily;
- VkQueue Queue;
- VkPipelineCache PipelineCache;
- VkDescriptorPool DescriptorPool;
- const VkAllocationCallbacks* Allocator;
- void (*CheckVkResultFn)(VkResult err);
- };
- IMGUI_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
- IMGUI_API void ImGui_ImplVulkan_Shutdown();
- IMGUI_API void ImGui_ImplVulkan_NewFrame();
- IMGUI_API void ImGui_ImplVulkan_Render(VkCommandBuffer command_buffer);
- IMGUI_API void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData* draw_data);
- // Called by Init/NewFrame/Shutdown
- IMGUI_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
- IMGUI_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
- IMGUI_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
- IMGUI_API bool ImGui_ImplVulkan_CreateDeviceObjects();
- //-------------------------------------------------------------------------
- // Miscellaneous Vulkan Helpers
- // Generally we try to NOT provide any kind of superfluous high-level helpers in the examples.
- // 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.
- // 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.
- //-------------------------------------------------------------------------
- // NB: Those functions do NOT use any of the state used/affected by the regular ImGui_ImplVulkan_XXX functions.
- //-------------------------------------------------------------------------
- struct ImGui_ImplVulkan_FrameData;
- struct ImGui_ImplVulkan_WindowData;
- IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkan_WindowData* wd, const VkAllocationCallbacks* allocator);
- IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkan_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
- IMGUI_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkan_WindowData* wd, const VkAllocationCallbacks* allocator);
- IMGUI_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
- IMGUI_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
- struct ImGui_ImplVulkan_FrameData
- {
- uint32_t BackbufferIndex; // keep track of recently rendered swapchain frame indices
- VkCommandPool CommandPool;
- VkCommandBuffer CommandBuffer;
- VkFence Fence;
- VkSemaphore PresentCompleteSemaphore;
- VkSemaphore RenderCompleteSemaphore;
- IMGUI_API ImGui_ImplVulkan_FrameData();
- };
- struct ImGui_ImplVulkan_WindowData
- {
- int Width;
- int Height;
- VkSwapchainKHR Swapchain;
- VkSurfaceKHR Surface;
- VkSurfaceFormatKHR SurfaceFormat;
- VkPresentModeKHR PresentMode;
- VkRenderPass RenderPass;
- VkClearValue ClearValue;
- uint32_t BackBufferCount;
- VkImage BackBuffer[16];
- VkImageView BackBufferView[16];
- VkFramebuffer Framebuffer[16];
- uint32_t FrameIndex;
- ImGui_ImplVulkan_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
- IMGUI_API ImGui_ImplVulkan_WindowData();
- };
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