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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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// [!] 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.
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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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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// 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
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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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# ifndef IMGUI_DISABLE
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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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// 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
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# if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
# define VK_NO_PROTOTYPES
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# endif
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# if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
# define NOMINMAX
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# endif
// Vulkan includes
# ifdef IMGUI_IMPL_VULKAN_USE_VOLK
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# include <volk.h>
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# else
# include <vulkan/vulkan.h>
# endif
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# if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
# define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
# endif
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// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
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// - About descriptor pool:
// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
// - Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
// - It is expected that as early as Q1 2025 the backend will use a few more descriptors, so aim at 10 + number of desierd calls to ImGui_ImplVulkan_AddTexture().
// - About dynamic rendering:
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
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struct ImGui_ImplVulkan_InitInfo
{
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VkInstance Instance ;
VkPhysicalDevice PhysicalDevice ;
VkDevice Device ;
uint32_t QueueFamily ;
VkQueue Queue ;
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VkDescriptorPool DescriptorPool ; // See requirements in note above; ignored if using DescriptorPoolSize > 0
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VkRenderPass RenderPass ; // Ignored if using dynamic rendering
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uint32_t MinImageCount ; // >= 2
uint32_t ImageCount ; // >= MinImageCount
VkSampleCountFlagBits MSAASamples ; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
// (Optional)
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VkPipelineCache PipelineCache ;
uint32_t Subpass ;
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// (Optional) Set to create internal descriptor pool instead of using DescriptorPool
uint32_t DescriptorPoolSize ;
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// (Optional) Dynamic Rendering
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
bool UseDynamicRendering ;
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# ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo ;
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# endif
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// (Optional) Allocation, Debugging
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const VkAllocationCallbacks * Allocator ;
void ( * CheckVkResultFn ) ( VkResult err ) ;
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VkDeviceSize MinAllocationSize ; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
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} ;
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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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)
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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 ) ;
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 ) ;
// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplVulkan_RenderState
{
VkCommandBuffer CommandBuffer ;
VkPipeline Pipeline ;
VkPipelineLayout PipelineLayout ;
} ;
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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.
// 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
{
VkSemaphore ImageAcquiredSemaphore ;
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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{
int Width ;
int Height ;
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 ;
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 SemaphoreCount ; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
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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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# endif // #ifndef IMGUI_DISABLE