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								// dear imgui: Renderer Backend for Vulkan
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Implemented features:
  
						 
					
						
							
								
									
										
										
										
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								//  [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
  
						 
					
						
							
								
									
										
										
										
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								//  [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).
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// 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 
  
						 
					
						
							
								
									
										
										
										
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								# ifndef IMGUI_DISABLE 
  
						 
					
						
							
								
									
										
										
										
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								# 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)
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Dynamic Rendering (Optional)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                             UseDynamicRendering ;     // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    VkFormat                         ColorAttachmentFormat ;   // Required for dynamic rendering
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Allocation, Debugging
 
							 
						 
					
						
							
								
									
										
										
										
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								    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)
  
						 
					
						
							
								
									
										
										
										
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								// 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.
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_IMPL_API  VkDescriptorSet  ImGui_ImplVulkan_AddTexture ( VkSampler  sampler ,  VkImageView  image_view ,  VkImageLayout  image_layout ) ;  
						 
					
						
							
								
									
										
										
										
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								IMGUI_IMPL_API  void             ImGui_ImplVulkan_RemoveTexture ( VkDescriptorSet  descriptor_set ) ;  
						 
					
						
							
								
									
										
										
										
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								// Optional: load Vulkan functions with a custom function loader
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_IMPL_API  bool          ImGui_ImplVulkan_LoadFunctions ( PFN_vkVoidFunction ( * loader_func ) ( const  char *  function_name ,  void *  user_data ) ,  void *  user_data  =  nullptr ) ;  
						 
					
						
							
								
									
										
										
										
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								//-------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// 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
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                 UseDynamicRendering ; 
							 
						 
					
						
							
								
									
										
										
										
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								    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 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# endif  // #ifndef IMGUI_DISABLE