Vulkan, Viewports: ImGui_ImplVulkan_RenderDrawData and renderer back-end automatically manage ImGui_ImplVulkanH_WindowRenderBuffers for each viewports so user doesn't have to do it. (#2461, #2348, #2378, #2097)

This commit is contained in:
omar 2019-04-05 18:52:40 +02:00
parent e70f866ed2
commit d61caf5714
4 changed files with 42 additions and 25 deletions

View File

@ -65,6 +65,17 @@ struct ImGui_ImplVulkanH_WindowRenderBuffers
ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers;
};
// For multi-viewport support
struct ImGuiViewportDataVulkan
{
bool WindowOwned;
ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only
ImGui_ImplVulkanH_WindowRenderBuffers RenderBuffers; // Used by all viewports
ImGuiViewportDataVulkan() { WindowOwned = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
~ImGuiViewportDataVulkan() { }
};
// Vulkan data
static ImGui_ImplVulkan_InitInfo g_VulkanInitInfo = {};
static VkRenderPass g_RenderPass = VK_NULL_HANDLE;
@ -83,14 +94,14 @@ static VkImageView g_FontView = VK_NULL_HANDLE;
static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE;
static VkBuffer g_UploadBuffer = VK_NULL_HANDLE;
// Render buffers
static ImGui_ImplVulkanH_WindowRenderBuffers g_MainWindowRenderBuffers;
// Forward Declarations
bool ImGui_ImplVulkan_CreateDeviceObjects();
void ImGui_ImplVulkan_DestroyDeviceObjects();
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
@ -274,8 +285,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
// Allocate array to store enough vertex/index buffers
ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &g_MainWindowRenderBuffers;
// Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage.
ImGuiViewportDataVulkan* viewport_renderer_data = (ImGuiViewportDataVulkan*)draw_data->OwnerViewport->RendererUserData;
IM_ASSERT(viewport_renderer_data != NULL);
ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers;
if (wrb->FrameRenderBuffers == NULL)
{
wrb->Index = 0;
@ -777,7 +790,7 @@ void ImGui_ImplVulkan_DestroyFontUploadObjects()
void ImGui_ImplVulkan_DestroyDeviceObjects()
{
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator);
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
ImGui_ImplVulkan_DestroyFontUploadObjects();
if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; }
@ -809,6 +822,10 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
g_RenderPass = render_pass;
ImGui_ImplVulkan_CreateDeviceObjects();
// Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataVulkan)();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplVulkan_InitPlatformInterface();
@ -830,11 +847,13 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
IM_ASSERT(min_image_count >= 2);
if (g_VulkanInitInfo.MinImageCount == min_image_count)
return;
IM_ASSERT(0); // FIXME-VIEWPORT: Need to recreate all swap chains?
IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains!
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
VkResult err = vkDeviceWaitIdle(v->Device);
check_vk_result(err);
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator);
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
g_VulkanInitInfo.MinImageCount = min_image_count;
}
@ -1211,22 +1230,19 @@ void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVul
buffers->Count = 0;
}
void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator)
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
if (ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)platform_io.Viewports[n]->RendererUserData)
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(device, &data->RenderBuffers, allocator);
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// FIXME-PLATFORM: Vulkan support unfinished
//--------------------------------------------------------------------------------------------------------
struct ImGuiViewportDataVulkan
{
ImGui_ImplVulkanH_Window Window;
ImGuiViewportDataVulkan() { }
~ImGuiViewportDataVulkan() { }
};
static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
{
@ -1263,6 +1279,7 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
// Create SwapChain, RenderPass, Framebuffer, etc.
wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
ImGui_ImplVulkanH_CreateWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
data->WindowOwned = true;
}
static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
@ -1271,7 +1288,9 @@ static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
if (ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData)
{
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &data->Window, v->Allocator);
if (data->WindowOwned)
ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &data->Window, v->Allocator);
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &data->RenderBuffers, v->Allocator);
IM_DELETE(data);
}
viewport->RendererUserData = NULL;
@ -1380,7 +1399,7 @@ static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
err = vkQueuePresentKHR(v->Queue, &info);
check_vk_result(err);
wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences()
wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences()
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
}

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@ -49,10 +49,6 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer comm
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)
// Called by ImGui_ImplVulkan_Init(), might be useful elsewhere.
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyDeviceObjects();
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers

View File

@ -4000,6 +4000,7 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*
draw_data->DisplayPos = viewport->Pos;
draw_data->DisplaySize = viewport->Size;
draw_data->FramebufferScale = ImGui::GetIO().DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
draw_data->OwnerViewport = viewport;
for (int n = 0; n < draw_lists->Size; n++)
{
draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;

View File

@ -2012,11 +2012,12 @@ struct ImDrawData
ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
// Functions
ImDrawData() { Valid = false; Clear(); }
~ImDrawData() { Clear(); }
void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); OwnerViewport = NULL; } // The ImDrawList are owned by ImGuiContext!
IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};