mirror of https://github.com/ocornut/imgui.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
203 lines
12 KiB
203 lines
12 KiB
// 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. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
|
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
|
// [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
|
|
|
|
// Initialization data, for ImGui_ImplVulkan_Init()
|
|
// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
|
|
// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor.
|
|
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
|
|
// [Please zero-clear before use!]
|
|
struct ImGui_ImplVulkan_InitInfo
|
|
{
|
|
VkInstance Instance;
|
|
VkPhysicalDevice PhysicalDevice;
|
|
VkDevice Device;
|
|
uint32_t QueueFamily;
|
|
VkQueue Queue;
|
|
VkDescriptorPool DescriptorPool; // See requirements in note above
|
|
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) 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 bindings,
|
|
// 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 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)
|
|
ImGui_ImplVulkanH_Frame* Frames;
|
|
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
|
|
|