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// ImGui Renderer for: Vulkan
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Missing features:
// [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
# include <vulkan/vulkan.h>
# define IMGUI_VK_QUEUED_FRAMES 2
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struct ImGui_ImplVulkan_InitInfo
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{
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VkInstance Instance ;
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VkPhysicalDevice PhysicalDevice ;
VkDevice Device ;
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uint32_t QueueFamily ;
VkQueue Queue ;
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VkPipelineCache PipelineCache ;
VkDescriptorPool DescriptorPool ;
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const VkAllocationCallbacks * Allocator ;
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void ( * CheckVkResultFn ) ( VkResult err ) ;
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} ;
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IMGUI_API bool ImGui_ImplVulkan_Init ( ImGui_ImplVulkan_InitInfo * info , VkRenderPass render_pass ) ;
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IMGUI_API void ImGui_ImplVulkan_Shutdown ( ) ;
IMGUI_API void ImGui_ImplVulkan_NewFrame ( ) ;
IMGUI_API void ImGui_ImplVulkan_Render ( VkCommandBuffer command_buffer ) ;
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IMGUI_API void ImGui_ImplVulkan_RenderDrawData ( VkCommandBuffer command_buffer , ImDrawData * draw_data ) ;
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// Called by Init/NewFrame/Shutdown
IMGUI_API void ImGui_ImplVulkan_InvalidateFontUploadObjects ( ) ;
IMGUI_API void ImGui_ImplVulkan_InvalidateDeviceObjects ( ) ;
IMGUI_API bool ImGui_ImplVulkan_CreateFontsTexture ( VkCommandBuffer command_buffer ) ;
IMGUI_API bool ImGui_ImplVulkan_CreateDeviceObjects ( ) ;
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//-------------------------------------------------------------------------
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// Miscellaneous Vulkan Helpers
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// Generally we try to NOT provide any kind of superfluous high-level helpers in the examples.
// But for the purpose of allowing multi-windows, we need those internally anyway. The code being not trivial are exposing it for the benefit of the example code.
// If your application/engine already has code to create all that data (swap chain, render pass, frame buffers, etc.) you can ignore all of this.
//-------------------------------------------------------------------------
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// NB: Those functions do NOT use any of the state used/affected by the regular ImGui_ImplVulkan_XXX functions.
//-------------------------------------------------------------------------
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struct ImGui_ImplVulkan_FrameData ;
struct ImGui_ImplVulkan_WindowData ;
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IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers ( VkPhysicalDevice physical_device , VkDevice device , uint32_t queue_family , ImGui_ImplVulkan_WindowData * wd , const VkAllocationCallbacks * allocator ) ;
IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer ( VkPhysicalDevice physical_device , VkDevice device , ImGui_ImplVulkan_WindowData * wd , const VkAllocationCallbacks * allocator , int w , int h ) ;
IMGUI_API void ImGui_ImplVulkanH_DestroyWindowData ( VkInstance instance , VkDevice device , ImGui_ImplVulkan_WindowData * wd , const VkAllocationCallbacks * allocator ) ;
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IMGUI_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat ( VkPhysicalDevice physical_device , VkSurfaceKHR surface , const VkFormat * request_formats , int request_formats_count , VkColorSpaceKHR request_color_space ) ;
IMGUI_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode ( VkPhysicalDevice physical_device , VkSurfaceKHR surface , const VkPresentModeKHR * request_modes , int request_modes_count ) ;
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struct ImGui_ImplVulkan_FrameData
{
uint32_t BackbufferIndex ; // keep track of recently rendered swapchain frame indices
VkCommandPool CommandPool ;
VkCommandBuffer CommandBuffer ;
VkFence Fence ;
VkSemaphore PresentCompleteSemaphore ;
VkSemaphore RenderCompleteSemaphore ;
IMGUI_API ImGui_ImplVulkan_FrameData ( ) ;
} ;
struct ImGui_ImplVulkan_WindowData
{
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int Width ;
int Height ;
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VkSwapchainKHR Swapchain ;
VkSurfaceKHR Surface ;
VkSurfaceFormatKHR SurfaceFormat ;
VkPresentModeKHR PresentMode ;
VkRenderPass RenderPass ;
VkClearValue ClearValue ;
uint32_t BackBufferCount ;
VkImage BackBuffer [ 16 ] ;
VkImageView BackBufferView [ 16 ] ;
VkFramebuffer Framebuffer [ 16 ] ;
uint32_t FrameIndex ;
ImGui_ImplVulkan_FrameData Frames [ IMGUI_VK_QUEUED_FRAMES ] ;
IMGUI_API ImGui_ImplVulkan_WindowData ( ) ;
} ;
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