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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..)
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// 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).
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// 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.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// 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
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// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// You will use those if you want to use this rendering backend in your engine/app.
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// Read comments in imgui_impl_vulkan.h.
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# pragma once
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# include "imgui.h" // IMGUI_IMPL_API
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// [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!
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//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
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// Vulkan includes
# if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
# define VK_NO_PROTOTYPES
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# endif
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# include <vulkan/vulkan.h>
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// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
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struct ImGui_ImplVulkan_InitInfo
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{
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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
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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 ) ;
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} ;
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// Called by user code
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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)
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// 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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//-------------------------------------------------------------------------
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// Internal / Miscellaneous Vulkan Helpers
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// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
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//-------------------------------------------------------------------------
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// You probably do NOT need to use or care about those functions.
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// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
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// 2) the multi-viewport / platform window implementation needs them internally.
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// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
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// but it is too much code to duplicate everywhere so we exceptionally expose them.
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//
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// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
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// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
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// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
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//-------------------------------------------------------------------------
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struct ImGui_ImplVulkanH_Frame ;
struct ImGui_ImplVulkanH_Window ;
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// Helpers
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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 ) ;
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IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow ( VkInstance instance , VkDevice device , ImGui_ImplVulkanH_Window * wnd , const VkAllocationCallbacks * allocator ) ;
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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 ) ;
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// Helper structure to hold the data needed by one rendering frame
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// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
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// [Please zero-clear before use!]
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struct ImGui_ImplVulkanH_Frame
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{
VkCommandPool CommandPool ;
VkCommandBuffer CommandBuffer ;
VkFence Fence ;
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VkImage Backbuffer ;
VkImageView BackbufferView ;
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VkFramebuffer Framebuffer ;
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} ;
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struct ImGui_ImplVulkanH_FrameSemaphores
{
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VkSemaphore ImageAcquiredSemaphore ;
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VkSemaphore RenderCompleteSemaphore ;
} ;
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// Helper structure to hold the data needed by one rendering context into one OS window
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// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
struct ImGui_ImplVulkanH_Window
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{
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int Width ;
int Height ;
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VkSwapchainKHR Swapchain ;
VkSurfaceKHR Surface ;
VkSurfaceFormatKHR SurfaceFormat ;
VkPresentModeKHR PresentMode ;
VkRenderPass RenderPass ;
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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 ;
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VkClearValue ClearValue ;
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uint32_t FrameIndex ; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
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uint32_t ImageCount ; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
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uint32_t SemaphoreIndex ; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
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ImGui_ImplVulkanH_Frame * Frames ;
ImGui_ImplVulkanH_FrameSemaphores * FrameSemaphores ;
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ImGui_ImplVulkanH_Window ( )
{
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memset ( ( void * ) this , 0 , sizeof ( * this ) ) ;
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PresentMode = ( VkPresentModeKHR ) ~ 0 ; // Ensure we get an error if user doesn't set this.
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ClearEnable = true ;
}
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} ;
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