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// ImGui - standalone example application for SDL2 + Vulkan
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
# include "imgui.h"
# include "../imgui_impl_sdl2.h"
# include "../imgui_impl_vulkan.h"
# include <stdio.h>
# include <SDL.h>
# include <SDL_vulkan.h>
# include <vulkan/vulkan.h>
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// FIXME-VULKAN: Resizing with IMGUI_UNLIMITED_FRAME_RATE triggers errors from the validation layer.
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# define IMGUI_UNLIMITED_FRAME_RATE
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# ifdef _DEBUG
# define IMGUI_VULKAN_DEBUG_REPORT
# endif
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static VkAllocationCallbacks * g_Allocator = NULL ;
static VkInstance g_Instance = VK_NULL_HANDLE ;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE ;
static VkDevice g_Device = VK_NULL_HANDLE ;
static uint32_t g_QueueFamily = ( uint32_t ) - 1 ;
static VkQueue g_Queue = VK_NULL_HANDLE ;
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE ;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE ;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE ;
static ImGui_ImplVulkan_WindowData g_WindowData ;
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static void check_vk_result ( VkResult err )
{
if ( err = = 0 ) return ;
printf ( " VkResult %d \n " , err ) ;
if ( err < 0 )
abort ( ) ;
}
# ifdef IMGUI_VULKAN_DEBUG_REPORT
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static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report ( VkDebugReportFlagsEXT flags , VkDebugReportObjectTypeEXT objectType , uint64_t object , size_t location , int32_t messageCode , const char * pLayerPrefix , const char * pMessage , void * pUserData )
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{
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( void ) flags ; ( void ) object ; ( void ) location ; ( void ) messageCode ; ( void ) pUserData ; ( void ) pLayerPrefix ; // Unused arguemnts
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printf ( " [vulkan] ObjectType: %i \n Message: %s \n \n " , objectType , pMessage ) ;
return VK_FALSE ;
}
# endif // IMGUI_VULKAN_DEBUG_REPORT
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static void SetupVulkan ( const char * * extensions , uint32_t extensions_count )
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{
VkResult err ;
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// Create Vulkan Instance
{
VkInstanceCreateInfo create_info = { } ;
create_info . sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO ;
create_info . enabledExtensionCount = extensions_count ;
create_info . ppEnabledExtensionNames = extensions ;
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# ifdef IMGUI_VULKAN_DEBUG_REPORT
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// Enabling multiple validation layers grouped as LunarG standard validation
const char * layers [ ] = { " VK_LAYER_LUNARG_standard_validation " } ;
create_info . enabledLayerCount = 1 ;
create_info . ppEnabledLayerNames = layers ;
// Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
const char * * extensions_ext = ( const char * * ) malloc ( sizeof ( const char * ) * ( extensions_count + 1 ) ) ;
memcpy ( extensions_ext , extensions , extensions_count * sizeof ( const char * ) ) ;
extensions_ext [ extensions_count ] = " VK_EXT_debug_report " ;
create_info . enabledExtensionCount = extensions_count + 1 ;
create_info . ppEnabledExtensionNames = extensions_ext ;
// Create Vulkan Instance
err = vkCreateInstance ( & create_info , g_Allocator , & g_Instance ) ;
check_vk_result ( err ) ;
free ( extensions_ext ) ;
// Get the function pointer (required for any extensions)
auto vkCreateDebugReportCallbackEXT = ( PFN_vkCreateDebugReportCallbackEXT ) vkGetInstanceProcAddr ( g_Instance , " vkCreateDebugReportCallbackEXT " ) ;
IM_ASSERT ( vkCreateDebugReportCallbackEXT ! = NULL ) ;
// Setup the debug report callback
VkDebugReportCallbackCreateInfoEXT debug_report_ci = { } ;
debug_report_ci . sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT ;
debug_report_ci . flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT ;
debug_report_ci . pfnCallback = debug_report ;
debug_report_ci . pUserData = NULL ;
err = vkCreateDebugReportCallbackEXT ( g_Instance , & debug_report_ci , g_Allocator , & g_DebugReport ) ;
check_vk_result ( err ) ;
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# else
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// Create Vulkan Instance without any debug feature
err = vkCreateInstance ( & create_info , g_Allocator , & g_Instance ) ;
check_vk_result ( err ) ;
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# endif
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}
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// Select GPU
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{
uint32_t gpu_count ;
err = vkEnumeratePhysicalDevices ( g_Instance , & gpu_count , NULL ) ;
check_vk_result ( err ) ;
VkPhysicalDevice * gpus = ( VkPhysicalDevice * ) malloc ( sizeof ( VkPhysicalDevice ) * gpu_count ) ;
err = vkEnumeratePhysicalDevices ( g_Instance , & gpu_count , gpus ) ;
check_vk_result ( err ) ;
// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
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g_PhysicalDevice = gpus [ 0 ] ;
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free ( gpus ) ;
}
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// Select graphics queue family
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{
uint32_t count ;
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vkGetPhysicalDeviceQueueFamilyProperties ( g_PhysicalDevice , & count , NULL ) ;
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VkQueueFamilyProperties * queues = ( VkQueueFamilyProperties * ) malloc ( sizeof ( VkQueueFamilyProperties ) * count ) ;
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vkGetPhysicalDeviceQueueFamilyProperties ( g_PhysicalDevice , & count , queues ) ;
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for ( uint32_t i = 0 ; i < count ; i + + )
if ( queues [ i ] . queueFlags & VK_QUEUE_GRAPHICS_BIT )
{
g_QueueFamily = i ;
break ;
}
free ( queues ) ;
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IM_ASSERT ( g_QueueFamily ! = - 1 ) ;
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}
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// Create Logical Device (with 1 queue)
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{
int device_extension_count = 1 ;
const char * device_extensions [ ] = { " VK_KHR_swapchain " } ;
const float queue_priority [ ] = { 1.0f } ;
VkDeviceQueueCreateInfo queue_info [ 1 ] = { } ;
queue_info [ 0 ] . sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO ;
queue_info [ 0 ] . queueFamilyIndex = g_QueueFamily ;
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queue_info [ 0 ] . queueCount = 1 ;
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queue_info [ 0 ] . pQueuePriorities = queue_priority ;
VkDeviceCreateInfo create_info = { } ;
create_info . sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO ;
create_info . queueCreateInfoCount = sizeof ( queue_info ) / sizeof ( queue_info [ 0 ] ) ;
create_info . pQueueCreateInfos = queue_info ;
create_info . enabledExtensionCount = device_extension_count ;
create_info . ppEnabledExtensionNames = device_extensions ;
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err = vkCreateDevice ( g_PhysicalDevice , & create_info , g_Allocator , & g_Device ) ;
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check_vk_result ( err ) ;
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vkGetDeviceQueue ( g_Device , g_QueueFamily , 0 , & g_Queue ) ;
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}
// Create Descriptor Pool
{
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VkDescriptorPoolSize pool_sizes [ ] =
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{
{ VK_DESCRIPTOR_TYPE_SAMPLER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE , 1000 } ,
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE , 1000 } ,
{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC , 1000 } ,
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC , 1000 } ,
{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT , 1000 }
} ;
VkDescriptorPoolCreateInfo pool_info = { } ;
pool_info . sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO ;
pool_info . flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT ;
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pool_info . maxSets = 1000 * IM_ARRAYSIZE ( pool_sizes ) ;
pool_info . poolSizeCount = ( uint32_t ) IM_ARRAYSIZE ( pool_sizes ) ;
pool_info . pPoolSizes = pool_sizes ;
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err = vkCreateDescriptorPool ( g_Device , & pool_info , g_Allocator , & g_DescriptorPool ) ;
check_vk_result ( err ) ;
}
}
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static void SetupVulkanWindowData ( ImGui_ImplVulkan_WindowData * wd , VkSurfaceKHR surface , int width , int height )
{
wd - > Surface = surface ;
// Check for WSI support
VkBool32 res ;
vkGetPhysicalDeviceSurfaceSupportKHR ( g_PhysicalDevice , g_QueueFamily , wd - > Surface , & res ) ;
if ( res ! = VK_TRUE )
{
fprintf ( stderr , " Error no WSI support on physical device 0 \n " ) ;
exit ( - 1 ) ;
}
// Get Surface Format
const VkFormat requestSurfaceImageFormat [ ] = { VK_FORMAT_B8G8R8A8_UNORM , VK_FORMAT_R8G8B8A8_UNORM , VK_FORMAT_B8G8R8_UNORM , VK_FORMAT_R8G8B8_UNORM } ;
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR ;
wd - > SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat ( g_PhysicalDevice , wd - > Surface , requestSurfaceImageFormat , ( size_t ) IM_ARRAYSIZE ( requestSurfaceImageFormat ) , requestSurfaceColorSpace ) ;
// Get Present Mode
# ifdef IMGUI_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_mode = VK_PRESENT_MODE_IMMEDIATE_KHR ;
# else
VkPresentModeKHR present_mode = VK_PRESENT_MODE_FIFO_KHR ;
# endif
wd - > PresentMode = ImGui_ImplVulkanH_SelectPresentMode ( g_PhysicalDevice , wd - > Surface , & present_mode , 1 ) ;
// Create SwapChain, RenderPass, Framebuffer, etc.
ImGui_ImplVulkanH_CreateWindowDataCommandBuffers ( g_PhysicalDevice , g_Device , g_QueueFamily , wd , g_Allocator ) ;
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer ( g_PhysicalDevice , g_Device , wd , g_Allocator , width , height ) ;
}
static void CleanupVulkan ( )
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{
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ImGui_ImplVulkan_WindowData * wd = & g_WindowData ;
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ImGui_ImplVulkanH_DestroyWindowData ( g_Instance , g_Device , wd , g_Allocator ) ;
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vkDestroyDescriptorPool ( g_Device , g_DescriptorPool , g_Allocator ) ;
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# ifdef IMGUI_VULKAN_DEBUG_REPORT
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// Remove the debug report callback
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auto vkDestroyDebugReportCallbackEXT = ( PFN_vkDestroyDebugReportCallbackEXT ) vkGetInstanceProcAddr ( g_Instance , " vkDestroyDebugReportCallbackEXT " ) ;
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vkDestroyDebugReportCallbackEXT ( g_Instance , g_DebugReport , g_Allocator ) ;
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# endif // IMGUI_VULKAN_DEBUG_REPORT
vkDestroyDevice ( g_Device , g_Allocator ) ;
vkDestroyInstance ( g_Instance , g_Allocator ) ;
}
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static void FrameBegin ( ImGui_ImplVulkan_WindowData * wd )
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{
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ImGui_ImplVulkan_FrameData * fd = & wd - > Frames [ wd - > FrameIndex ] ;
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VkResult err ;
for ( ; ; )
{
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err = vkWaitForFences ( g_Device , 1 , & fd - > Fence , VK_TRUE , 100 ) ;
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if ( err = = VK_SUCCESS ) break ;
if ( err = = VK_TIMEOUT ) continue ;
check_vk_result ( err ) ;
}
{
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err = vkAcquireNextImageKHR ( g_Device , wd - > Swapchain , UINT64_MAX , fd - > PresentCompleteSemaphore , VK_NULL_HANDLE , & fd - > BackbufferIndex ) ;
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check_vk_result ( err ) ;
}
{
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err = vkResetCommandPool ( g_Device , fd - > CommandPool , 0 ) ;
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check_vk_result ( err ) ;
VkCommandBufferBeginInfo info = { } ;
info . sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO ;
info . flags | = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT ;
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err = vkBeginCommandBuffer ( fd - > CommandBuffer , & info ) ;
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check_vk_result ( err ) ;
}
{
VkRenderPassBeginInfo info = { } ;
info . sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO ;
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info . renderPass = wd - > RenderPass ;
info . framebuffer = wd - > Framebuffer [ fd - > BackbufferIndex ] ;
info . renderArea . extent . width = wd - > Width ;
info . renderArea . extent . height = wd - > Height ;
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info . clearValueCount = 1 ;
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info . pClearValues = & wd - > ClearValue ;
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vkCmdBeginRenderPass ( fd - > CommandBuffer , & info , VK_SUBPASS_CONTENTS_INLINE ) ;
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}
}
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static void FrameEnd ( ImGui_ImplVulkan_WindowData * wd )
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{
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ImGui_ImplVulkan_FrameData * fd = & wd - > Frames [ wd - > FrameIndex ] ;
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VkResult err ;
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vkCmdEndRenderPass ( fd - > CommandBuffer ) ;
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{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT ;
VkSubmitInfo info = { } ;
info . sType = VK_STRUCTURE_TYPE_SUBMIT_INFO ;
info . waitSemaphoreCount = 1 ;
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info . pWaitSemaphores = & fd - > PresentCompleteSemaphore ;
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info . pWaitDstStageMask = & wait_stage ;
info . commandBufferCount = 1 ;
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info . pCommandBuffers = & fd - > CommandBuffer ;
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info . signalSemaphoreCount = 1 ;
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info . pSignalSemaphores = & fd - > RenderCompleteSemaphore ;
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err = vkEndCommandBuffer ( fd - > CommandBuffer ) ;
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check_vk_result ( err ) ;
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err = vkResetFences ( g_Device , 1 , & fd - > Fence ) ;
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check_vk_result ( err ) ;
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err = vkQueueSubmit ( g_Queue , 1 , & info , fd - > Fence ) ;
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check_vk_result ( err ) ;
}
}
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static void FramePresent ( ImGui_ImplVulkan_WindowData * wd )
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{
VkResult err ;
// If IMGUI_UNLIMITED_FRAME_RATE is defined we present the latest but one frame. Otherwise we present the latest rendered frame
# ifdef IMGUI_UNLIMITED_FRAME_RATE
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uint32_t PresentIndex = ( wd - > FrameIndex + IMGUI_VK_QUEUED_FRAMES - 1 ) % IMGUI_VK_QUEUED_FRAMES ;
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# else
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uint32_t PresentIndex = wd - > FrameIndex ;
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# endif // IMGUI_UNLIMITED_FRAME_RATE
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ImGui_ImplVulkan_FrameData * fd = & wd - > Frames [ PresentIndex ] ;
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VkPresentInfoKHR info = { } ;
info . sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR ;
info . waitSemaphoreCount = 1 ;
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info . pWaitSemaphores = & fd - > RenderCompleteSemaphore ;
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info . swapchainCount = 1 ;
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info . pSwapchains = & wd - > Swapchain ;
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info . pImageIndices = & fd - > BackbufferIndex ;
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err = vkQueuePresentKHR ( g_Queue , & info ) ;
check_vk_result ( err ) ;
}
int main ( int , char * * )
{
// Setup SDL
if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER ) ! = 0 )
{
printf ( " Error: %s \n " , SDL_GetError ( ) ) ;
return 1 ;
}
// Setup window
SDL_DisplayMode current ;
SDL_GetCurrentDisplayMode ( 0 , & current ) ;
SDL_Window * window = SDL_CreateWindow ( " ImGui SDL2+Vulkan example " , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED , 1280 , 720 , SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE ) ;
// Setup Vulkan
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uint32_t extensions_count = 0 ;
SDL_Vulkan_GetInstanceExtensions ( window , & extensions_count , NULL ) ;
const char * * extensions = new const char * [ extensions_count ] ;
SDL_Vulkan_GetInstanceExtensions ( window , & extensions_count , extensions ) ;
SetupVulkan ( extensions , extensions_count ) ;
delete [ ] extensions ;
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// Create Window Surface
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VkSurfaceKHR surface ;
if ( SDL_Vulkan_CreateSurface ( window , g_Instance , & surface ) = = 0 )
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{
printf ( " Failed to create Vulkan surface. \n " ) ;
return 1 ;
}
// Create Framebuffers
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int w , h ;
SDL_GetWindowSize ( window , & w , & h ) ;
ImGui_ImplVulkan_WindowData * wd = & g_WindowData ;
SetupVulkanWindowData ( wd , surface , w , h ) ;
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// Setup ImGui binding
ImGui : : CreateContext ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
io . ConfigFlags | = ImGuiConfigFlags_MultiViewports ;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplVulkan_InitInfo init_info = { } ;
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init_info . Instance = g_Instance ;
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init_info . PhysicalDevice = g_PhysicalDevice ;
init_info . Device = g_Device ;
init_info . PipelineCache = g_PipelineCache ;
init_info . DescriptorPool = g_DescriptorPool ;
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init_info . Allocator = g_Allocator ;
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init_info . CheckVkResultFn = check_vk_result ;
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ImGui_ImplSDL2_Init ( window , NULL ) ;
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ImGui_ImplVulkan_Init ( & init_info , wd - > RenderPass ) ;
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// Setup style
ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Upload Fonts
{
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// Use any command queue
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VkCommandPool command_pool = wd - > Frames [ wd - > FrameIndex ] . CommandPool ;
VkCommandBuffer command_buffer = wd - > Frames [ wd - > FrameIndex ] . CommandBuffer ;
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VkResult err ;
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err = vkResetCommandPool ( g_Device , command_pool , 0 ) ;
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check_vk_result ( err ) ;
VkCommandBufferBeginInfo begin_info = { } ;
begin_info . sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO ;
begin_info . flags | = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT ;
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err = vkBeginCommandBuffer ( command_buffer , & begin_info ) ;
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check_vk_result ( err ) ;
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ImGui_ImplVulkan_CreateFontsTexture ( command_buffer ) ;
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VkSubmitInfo end_info = { } ;
end_info . sType = VK_STRUCTURE_TYPE_SUBMIT_INFO ;
end_info . commandBufferCount = 1 ;
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end_info . pCommandBuffers = & command_buffer ;
err = vkEndCommandBuffer ( command_buffer ) ;
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check_vk_result ( err ) ;
err = vkQueueSubmit ( g_Queue , 1 , & end_info , VK_NULL_HANDLE ) ;
check_vk_result ( err ) ;
err = vkDeviceWaitIdle ( g_Device ) ;
check_vk_result ( err ) ;
ImGui_ImplVulkan_InvalidateFontUploadObjects ( ) ;
}
bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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bool swap_chain_has_at_least_one_image = false ;
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// Main loop
bool done = false ;
while ( ! done )
{
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
{
ImGui_ImplSDL2_ProcessEvent ( & event ) ;
if ( event . type = = SDL_QUIT )
done = true ;
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if ( event . type = = SDL_WINDOWEVENT & & event . window . event = = SDL_WINDOWEVENT_RESIZED & & event . window . windowID = = SDL_GetWindowID ( window ) )
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ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer ( g_PhysicalDevice , g_Device , & g_WindowData , g_Allocator , ( int ) event . window . data1 , ( int ) event . window . data2 ) ;
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}
ImGui_ImplVulkan_NewFrame ( ) ;
ImGui_ImplSDL2_NewFrame ( window ) ;
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f ;
static int counter = 0 ;
ImGui : : Text ( " Hello, world! " ) ; // Display some text (you can use a format string too)
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_color ) ; // Edit 3 floats representing a color
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our windows open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
if ( show_another_window )
{
ImGui : : Begin ( " Another Window " , & show_another_window ) ;
ImGui : : Text ( " Hello from another window! " ) ;
if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
ImGui : : End ( ) ;
}
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if ( show_demo_window )
{
ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiCond_FirstUseEver ) ; // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
}
// Rendering
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ImGui : : Render ( ) ;
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memcpy ( & wd - > ClearValue . color . float32 [ 0 ] , & clear_color , 4 * sizeof ( float ) ) ;
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FrameBegin ( wd ) ;
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ImGui_ImplVulkan_Render ( wd - > Frames [ wd - > FrameIndex ] . CommandBuffer ) ;
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FrameEnd ( wd ) ;
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ImGui : : RenderAdditionalViewports ( ) ;
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# ifdef IMGUI_UNLIMITED_FRAME_RATE
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// When IMGUI_UNLIMITED_FRAME_RATE is defined we render into latest image acquired from the swapchain but we display the image which was rendered before.
// Hence we must render once and increase the FrameIndex without presenting.
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if ( swap_chain_has_at_least_one_image )
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FramePresent ( wd ) ;
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# else
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FramePresent ( wd ) ;
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# endif
swap_chain_has_at_least_one_image = true ;
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wd - > FrameIndex = ( wd - > FrameIndex + 1 ) % IMGUI_VK_QUEUED_FRAMES ;
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}
// Cleanup
VkResult err = vkDeviceWaitIdle ( g_Device ) ;
check_vk_result ( err ) ;
ImGui_ImplVulkan_Shutdown ( ) ;
ImGui_ImplSDL2_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
SDL_DestroyWindow ( window ) ;
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CleanupVulkan ( ) ;
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SDL_Quit ( ) ;
return 0 ;
}