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imgui_impl_vulkan.h
1// dear imgui: Renderer Backend for Vulkan
2// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
3
4// Implemented features:
5// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
6// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
7
8// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
9// See imgui_impl_vulkan.cpp file for details.
10
11// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
12// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
13// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
14// Read online: https://github.com/ocornut/imgui/tree/master/docs
15
16// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
17// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
18
19// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
20// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
21// You will use those if you want to use this rendering backend in your engine/app.
22// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
23// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
24// Read comments in imgui_impl_vulkan.h.
25
26#pragma once
27#include "imgui.h" // IMGUI_IMPL_API
28
29// [Configuration] in order to use a custom Vulkan function loader:
30// (1) You'll need to disable default Vulkan function prototypes.
31// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
32// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
33// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
34// - Or as a compilation flag in your build system
35// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
36// - Do not simply add it in a .cpp file!
37// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
38// If you have no idea what this is, leave it alone!
39//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
40
41// Vulkan includes
42#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
43#define VK_NO_PROTOTYPES
44#endif
45#include <vulkan/vulkan.h>
46
47// Initialization data, for ImGui_ImplVulkan_Init()
48// [Please zero-clear before use!]
50{
51 VkInstance Instance;
52 VkPhysicalDevice PhysicalDevice;
53 VkDevice Device;
54 uint32_t QueueFamily;
55 VkQueue Queue;
56 VkPipelineCache PipelineCache;
57 VkDescriptorPool DescriptorPool;
58 uint32_t Subpass;
59 uint32_t MinImageCount; // >= 2
60 uint32_t ImageCount; // >= MinImageCount
61 VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT)
62 const VkAllocationCallbacks* Allocator;
63 void (*CheckVkResultFn)(VkResult err);
64};
65
66// Called by user code
67IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
68IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
69IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
70IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
71IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
72IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
73IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
74
75// Register a texture (VkDescriptorSet == ImTextureID)
76// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
77// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
78IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
79IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
80
81// Optional: load Vulkan functions with a custom function loader
82// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
83IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
84
85//-------------------------------------------------------------------------
86// Internal / Miscellaneous Vulkan Helpers
87// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
88//-------------------------------------------------------------------------
89// You probably do NOT need to use or care about those functions.
90// Those functions only exist because:
91// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
92// 2) the upcoming multi-viewport feature will need them internally.
93// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
94// but it is too much code to duplicate everywhere so we exceptionally expose them.
95//
96// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
97// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
98// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
99//-------------------------------------------------------------------------
100
103
104// Helpers
105IMGUI_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);
106IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
107IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
108IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
109IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
110
111// Helper structure to hold the data needed by one rendering frame
112// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
113// [Please zero-clear before use!]
115{
116 VkCommandPool CommandPool;
117 VkCommandBuffer CommandBuffer;
118 VkFence Fence;
119 VkImage Backbuffer;
120 VkImageView BackbufferView;
121 VkFramebuffer Framebuffer;
122};
123
125{
126 VkSemaphore ImageAcquiredSemaphore;
127 VkSemaphore RenderCompleteSemaphore;
128};
129
130// Helper structure to hold the data needed by one rendering context into one OS window
131// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
132struct ImGui_ImplVulkanH_Window
133{
134 int Width;
135 int Height;
136 VkSwapchainKHR Swapchain;
137 VkSurfaceKHR Surface;
138 VkSurfaceFormatKHR SurfaceFormat;
139 VkPresentModeKHR PresentMode;
140 VkRenderPass RenderPass;
141 VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
142 bool ClearEnable;
143 VkClearValue ClearValue;
144 uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
145 uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
146 uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
148 ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
149
150 ImGui_ImplVulkanH_Window()
151 {
152 memset((void*)this, 0, sizeof(*this));
153 PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
154 ClearEnable = true;
155 }
156};
157
Определения imgui_impl_vulkan.h:50
Определения imgui_impl_vulkan.h:115
Определения imgui_impl_vulkan.h:125
Определения imgui_impl_vulkan.h:133