157 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			157 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| 
								 | 
							
								// 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: Large meshes support (64k+ vertices) with 16-bit indices.
							 | 
						||
| 
								 | 
							
								//  [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
							 | 
						||
| 
								 | 
							
								//  [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
							 | 
						||
| 
								 | 
							
								// See imgui_impl_vulkan.cpp file for details.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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.
							 | 
						||
| 
								 | 
							
								// 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
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// [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
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Vulkan includes
							 | 
						||
| 
								 | 
							
								#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
							 | 
						||
| 
								 | 
							
								#define VK_NO_PROTOTYPES
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#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 (0 -> default to 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)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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 = NULL);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//-------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// 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                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((void*)this, 0, sizeof(*this));
							 | 
						||
| 
								 | 
							
								        PresentMode = (VkPresentModeKHR)~0;     // Ensure we get an error if user doesn't set this.
							 | 
						||
| 
								 | 
							
								        ClearEnable = true;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 |