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// Missing features:
7// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
8
9// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
10// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
11// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
12// Read online: https://github.com/ocornut/imgui/tree/master/docs
13
14// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
15// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
16
17// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
18// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
19// You will use those if you want to use this rendering backend in your engine/app.
20// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
21// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
22// Read comments in imgui_impl_vulkan.h.
23
24#pragma once
25#include "imgui.h" // IMGUI_IMPL_API
26
27// [Configuration] in order to use a custom Vulkan function loader:
28// (1) You'll need to disable default Vulkan function prototypes.
29// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
30// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
31// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
32// - Or as a compilation flag in your build system
33// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
34// - Do not simply add it in a .cpp file!
35// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
36// If you have no idea what this is, leave it alone!
37//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
38
39// Vulkan includes
40#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
41#define VK_NO_PROTOTYPES
42#endif
43#include <vulkan/vulkan.h>
44
45// Initialization data, for ImGui_ImplVulkan_Init()
46// [Please zero-clear before use!]
47struct ImGui_ImplVulkan_InitInfo
48{
49 VkInstance Instance;
50 VkPhysicalDevice PhysicalDevice;
51 VkDevice Device;
52 uint32_t QueueFamily;
53 VkQueue Queue;
54 VkPipelineCache PipelineCache;
55 VkDescriptorPool DescriptorPool;
56 uint32_t Subpass;
57 uint32_t MinImageCount; // >= 2
58 uint32_t ImageCount; // >= MinImageCount
59 VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
60 const VkAllocationCallbacks* Allocator;
61 void (*CheckVkResultFn)(VkResult err);
62};
63
64// Called by user code
65IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
66IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
67IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
68IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
69IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
70IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
71IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
72
73// Optional: load Vulkan functions with a custom function loader
74// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
75IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL);
76
77//-------------------------------------------------------------------------
78// Internal / Miscellaneous Vulkan Helpers
79// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
80//-------------------------------------------------------------------------
81// You probably do NOT need to use or care about those functions.
82// Those functions only exist because:
83// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
84// 2) the upcoming multi-viewport feature will need them internally.
85// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
86// but it is too much code to duplicate everywhere so we exceptionally expose them.
87//
88// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
89// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
90// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
91//-------------------------------------------------------------------------
92
93struct ImGui_ImplVulkanH_Frame;
94struct ImGui_ImplVulkanH_Window;
95
96// Helpers
97IMGUI_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);
98IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
99IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
100IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
101IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
102
103// Helper structure to hold the data needed by one rendering frame
104// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
105// [Please zero-clear before use!]
106struct ImGui_ImplVulkanH_Frame
107{
108 VkCommandPool CommandPool;
109 VkCommandBuffer CommandBuffer;
110 VkFence Fence;
111 VkImage Backbuffer;
112 VkImageView BackbufferView;
113 VkFramebuffer Framebuffer;
114};
115
116struct ImGui_ImplVulkanH_FrameSemaphores
117{
118 VkSemaphore ImageAcquiredSemaphore;
119 VkSemaphore RenderCompleteSemaphore;
120};
121
122// Helper structure to hold the data needed by one rendering context into one OS window
123// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
124struct ImGui_ImplVulkanH_Window
125{
126 int Width;
127 int Height;
128 VkSwapchainKHR Swapchain;
129 VkSurfaceKHR Surface;
130 VkSurfaceFormatKHR SurfaceFormat;
131 VkPresentModeKHR PresentMode;
132 VkRenderPass RenderPass;
133 VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
134 bool ClearEnable;
135 VkClearValue ClearValue;
136 uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
137 uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
138 uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
139 ImGui_ImplVulkanH_Frame* Frames;
140 ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
141
142 ImGui_ImplVulkanH_Window()
143 {
144 memset(this, 0, sizeof(*this));
145 PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
146 ClearEnable = true;
147 }
148};
149
150