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- // dear imgui: Renderer Backend for Vulkan
- // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
- // Implemented features:
- // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
- // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
- // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
- // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
- // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
- // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
- // You will use those if you want to use this rendering backend in your engine/app.
- // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
- // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
- // Read comments in imgui_impl_vulkan.h.
- #pragma once
- #ifndef IMGUI_DISABLE
- #include "imgui.h" // IMGUI_IMPL_API
- // [Configuration] in order to use a custom Vulkan function loader:
- // (1) You'll need to disable default Vulkan function prototypes.
- // We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
- // In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
- // - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
- // - Or as a compilation flag in your build system
- // - Or uncomment here (not recommended because you'd be modifying imgui sources!)
- // - Do not simply add it in a .cpp file!
- // (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
- // If you have no idea what this is, leave it alone!
- //#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
- // Convenience support for Volk
- // (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
- //#define IMGUI_IMPL_VULKAN_USE_VOLK
- #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
- #define VK_NO_PROTOTYPES
- #endif
- #if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
- #define NOMINMAX
- #endif
- // Vulkan includes
- #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
- #include <volk.h>
- #else
- #include <vulkan/vulkan.h>
- #endif
- #if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
- #define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
- #endif
- // Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
- // It is expected that as early as Q1 2025 the backend will use a few more descriptors. Use this value + number of desired calls to ImGui_ImplVulkan_AddTexture().
- #define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (1) // Minimum per atlas
- // Initialization data, for ImGui_ImplVulkan_Init()
- // [Please zero-clear before use!]
- // - About descriptor pool:
- // - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
- // and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
- // - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
- // - About dynamic rendering:
- // - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
- struct ImGui_ImplVulkan_InitInfo
- {
- VkInstance Instance;
- VkPhysicalDevice PhysicalDevice;
- VkDevice Device;
- uint32_t QueueFamily;
- VkQueue Queue;
- VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
- VkRenderPass RenderPass; // Ignored if using dynamic rendering
- uint32_t MinImageCount; // >= 2
- uint32_t ImageCount; // >= MinImageCount
- VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
- // (Optional)
- VkPipelineCache PipelineCache;
- uint32_t Subpass;
- // (Optional) Set to create internal descriptor pool instead of using DescriptorPool
- uint32_t DescriptorPoolSize;
- // (Optional) Dynamic Rendering
- // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
- bool UseDynamicRendering;
- #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
- VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
- #endif
- // (Optional) Allocation, Debugging
- const VkAllocationCallbacks* Allocator;
- void (*CheckVkResultFn)(VkResult err);
- VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
- };
- // Follow "Getting Started" link and check examples/ folder to learn about using backends!
- IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
- IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
- IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
- IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
- IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture();
- IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture();
- IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
- // Register a texture (VkDescriptorSet == ImTextureID)
- // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
- // Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
- IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
- IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
- // Optional: load Vulkan functions with a custom function loader
- // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
- IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
- // [BETA] Selected render state data shared with callbacks.
- // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
- // (Please open an issue if you feel you need access to more data)
- struct ImGui_ImplVulkan_RenderState
- {
- VkCommandBuffer CommandBuffer;
- VkPipeline Pipeline;
- VkPipelineLayout PipelineLayout;
- };
- //-------------------------------------------------------------------------
- // Internal / Miscellaneous Vulkan Helpers
- //-------------------------------------------------------------------------
- // Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
- //
- // You probably do NOT need to use or care about those functions.
- // Those functions only exist because:
- // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
- // 2) the multi-viewport / platform window implementation needs them internally.
- // Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
- // but it is too much code to duplicate everywhere so we exceptionally expose them.
- //
- // Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
- // render pass, frame buffers, etc.). You may read this code if you are curious, but
- // it is recommended you use you own custom tailored code to do equivalent work.
- //
- // We don't provide a strong guarantee that we won't change those functions API.
- //
- // The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
- // by the regular ImGui_ImplVulkan_XXX functions).
- //-------------------------------------------------------------------------
- struct ImGui_ImplVulkanH_Frame;
- struct ImGui_ImplVulkanH_Window;
- // Helpers
- 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);
- IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
- IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
- IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
- IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
- IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
- IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
- // Helper structure to hold the data needed by one rendering frame
- // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
- // [Please zero-clear before use!]
- struct ImGui_ImplVulkanH_Frame
- {
- VkCommandPool CommandPool;
- VkCommandBuffer CommandBuffer;
- VkFence Fence;
- VkImage Backbuffer;
- VkImageView BackbufferView;
- VkFramebuffer Framebuffer;
- };
- struct ImGui_ImplVulkanH_FrameSemaphores
- {
- VkSemaphore ImageAcquiredSemaphore;
- VkSemaphore RenderCompleteSemaphore;
- };
- // Helper structure to hold the data needed by one rendering context into one OS window
- // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
- struct ImGui_ImplVulkanH_Window
- {
- int Width;
- int Height;
- VkSwapchainKHR Swapchain;
- VkSurfaceKHR Surface;
- VkSurfaceFormatKHR SurfaceFormat;
- VkPresentModeKHR PresentMode;
- VkRenderPass RenderPass;
- VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
- bool UseDynamicRendering;
- bool ClearEnable;
- VkClearValue ClearValue;
- uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
- uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
- uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
- uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
- ImVector<ImGui_ImplVulkanH_Frame> Frames;
- ImVector<ImGui_ImplVulkanH_FrameSemaphores> FrameSemaphores;
- ImGui_ImplVulkanH_Window()
- {
- memset((void*)this, 0, sizeof(*this));
- PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
- ClearEnable = true;
- }
- };
- #endif // #ifndef IMGUI_DISABLE
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