| // 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: 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'. |
| // [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). |
| |
| // 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* wd, 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* wd, 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; |
| 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 |