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!] |
47 | struct 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 |
65 | IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); |
66 | IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); |
67 | IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); |
68 | IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); |
69 | IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); |
70 | IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); |
71 | IMGUI_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 |
75 | IMGUI_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 | |
93 | struct ImGui_ImplVulkanH_Frame; |
94 | struct ImGui_ImplVulkanH_Window; |
95 | |
96 | // Helpers |
97 | 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); |
98 | IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); |
99 | IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); |
100 | IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); |
101 | IMGUI_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!] |
106 | struct ImGui_ImplVulkanH_Frame |
107 | { |
108 | VkCommandPool CommandPool; |
109 | VkCommandBuffer CommandBuffer; |
110 | VkFence Fence; |
111 | VkImage Backbuffer; |
112 | VkImageView BackbufferView; |
113 | VkFramebuffer Framebuffer; |
114 | }; |
115 | |
116 | struct 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.) |
124 | struct 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 | |