|  | // dear imgui: Renderer Backend for Vulkan | 
|  | // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) | 
|  |  | 
|  | // Implemented features: | 
|  | //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. | 
|  | // Missing features: | 
|  | //  [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914 | 
|  |  | 
|  | // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | 
|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | 
|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs | 
|  |  | 
|  | // 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/ | 
|  |  | 
|  | // 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 | 
|  | #include "imgui.h"      // IMGUI_IMPL_API | 
|  | #include <vulkan/vulkan.h> | 
|  |  | 
|  | // Initialization data, for ImGui_ImplVulkan_Init() | 
|  | // [Please zero-clear before use!] | 
|  | struct ImGui_ImplVulkan_InitInfo | 
|  | { | 
|  | VkInstance          Instance; | 
|  | VkPhysicalDevice    PhysicalDevice; | 
|  | VkDevice            Device; | 
|  | uint32_t            QueueFamily; | 
|  | VkQueue             Queue; | 
|  | VkPipelineCache     PipelineCache; | 
|  | VkDescriptorPool    DescriptorPool; | 
|  | uint32_t            Subpass; | 
|  | uint32_t            MinImageCount;          // >= 2 | 
|  | uint32_t            ImageCount;             // >= MinImageCount | 
|  | VkSampleCountFlagBits        MSAASamples;   // >= VK_SAMPLE_COUNT_1_BIT | 
|  | 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, VkPipeline pipeline = VK_NULL_HANDLE); | 
|  | IMGUI_IMPL_API bool     ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); | 
|  | IMGUI_IMPL_API void     ImGui_ImplVulkan_DestroyFontUploadObjects(); | 
|  | IMGUI_IMPL_API void     ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) | 
|  |  | 
|  |  | 
|  | //------------------------------------------------------------------------- | 
|  | // 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 upcoming multi-viewport feature will need 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 to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. | 
|  | // (The ImGui_ImplVulkanH_XXX functions do 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 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                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            SemaphoreIndex;         // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) | 
|  | ImGui_ImplVulkanH_Frame*            Frames; | 
|  | ImGui_ImplVulkanH_FrameSemaphores*  FrameSemaphores; | 
|  |  | 
|  | ImGui_ImplVulkanH_Window() | 
|  | { | 
|  | memset(this, 0, sizeof(*this)); | 
|  | PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; | 
|  | ClearEnable = true; | 
|  | } | 
|  | }; | 
|  |  |