107 lines
5.6 KiB
C
107 lines
5.6 KiB
C
|
// dear imgui: Renderer for Vulkan
|
||
|
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||
|
|
||
|
// Missing features:
|
||
|
// [ ] Platform: Multi-viewport / platform windows.
|
||
|
// [ ] Renderer: 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 are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||
|
// https://github.com/ocornut/imgui
|
||
|
|
||
|
// 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/
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
#include <vulkan/vulkan.h>
|
||
|
|
||
|
#define IMGUI_VK_QUEUED_FRAMES 2
|
||
|
|
||
|
// Please zero-clear before use.
|
||
|
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);
|
||
|
};
|
||
|
|
||
|
// Called by user code
|
||
|
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||
|
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);
|
||
|
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||
|
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||
|
|
||
|
// Called by ImGui_ImplVulkan_Init() might be useful elsewhere.
|
||
|
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||
|
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
|
||
|
|
||
|
|
||
|
//-------------------------------------------------------------------------
|
||
|
// Internal / Miscellaneous Vulkan Helpers
|
||
|
//-------------------------------------------------------------------------
|
||
|
// 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 bindings,
|
||
|
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
||
|
// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||
|
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
|
||
|
// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
||
|
//-------------------------------------------------------------------------
|
||
|
|
||
|
struct ImGui_ImplVulkanH_FrameData;
|
||
|
struct ImGui_ImplVulkanH_WindowData;
|
||
|
|
||
|
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||
|
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
|
||
|
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, 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 int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||
|
|
||
|
// Helper structure to hold the data needed by one rendering frame
|
||
|
struct ImGui_ImplVulkanH_FrameData
|
||
|
{
|
||
|
uint32_t BackbufferIndex; // Keep track of recently rendered swapchain frame indices
|
||
|
VkCommandPool CommandPool;
|
||
|
VkCommandBuffer CommandBuffer;
|
||
|
VkFence Fence;
|
||
|
VkSemaphore ImageAcquiredSemaphore;
|
||
|
VkSemaphore RenderCompleteSemaphore;
|
||
|
|
||
|
IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();
|
||
|
};
|
||
|
|
||
|
// Helper structure to hold the data needed by one rendering context into one OS window
|
||
|
struct ImGui_ImplVulkanH_WindowData
|
||
|
{
|
||
|
int Width;
|
||
|
int Height;
|
||
|
VkSwapchainKHR Swapchain;
|
||
|
VkSurfaceKHR Surface;
|
||
|
VkSurfaceFormatKHR SurfaceFormat;
|
||
|
VkPresentModeKHR PresentMode;
|
||
|
VkRenderPass RenderPass;
|
||
|
bool ClearEnable;
|
||
|
VkClearValue ClearValue;
|
||
|
uint32_t BackBufferCount;
|
||
|
VkImage BackBuffer[16];
|
||
|
VkImageView BackBufferView[16];
|
||
|
VkFramebuffer Framebuffer[16];
|
||
|
uint32_t FrameIndex;
|
||
|
ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
|
||
|
|
||
|
IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData();
|
||
|
};
|
||
|
|