| // ImGui Renderer for: Vulkan |
| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) |
| |
| // Missing features: |
| // [ ] 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 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_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(VkCommandBuffer command_buffer, ImDrawData* draw_data); |
| |
| // Called by Init/NewFrame/Shutdown |
| IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); |
| IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); |
| IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); |
| IMGUI_IMPL_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 upcoming multi-viewport feature, the Vulkan will need this code anyway, so we decided to shared it and use it in the examples' main.cpp |
| // 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_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); |
| |
| 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(); |
| }; |
| |
| 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(); |
| }; |
| |