// dear imgui: Renderer Backend for Vulkan // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // 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 // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering backend in your engine/app. // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867) // 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2024-10-07: Vulkan: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*. // 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) // 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. // 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure. // 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) // 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189). // 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238) // 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them. // 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075) // 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts. // *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend. // ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time. // You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture. // Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this. // 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat. // 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738). // 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). // 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. // 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. // 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions(). // 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. // 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init). // 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices. // 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices. // 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. // 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). // 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. // 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. // 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). // 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. // 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends. // 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example. // 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use. // 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy. // 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex. // 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources. // 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. #include "imgui.h" #ifndef IMGUI_DISABLE #include "imgui_impl_vulkan.h" #include <stdio.h> #ifndef IM_MAX #define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) #endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #endif // Forward Declarations struct ImGui_ImplVulkan_FrameRenderBuffers; struct ImGui_ImplVulkan_WindowRenderBuffers; bool ImGui_ImplVulkan_CreateDeviceObjects(); void ImGui_ImplVulkan_DestroyDeviceObjects(); void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); 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_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); // Vulkan prototypes for use with custom loaders // (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h #if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_) #define IMGUI_IMPL_VULKAN_USE_LOADER static bool g_FunctionsLoaded = false; #else static bool g_FunctionsLoaded = true; #endif #ifdef IMGUI_IMPL_VULKAN_USE_LOADER #define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) // Define function pointers #define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) #undef IMGUI_VULKAN_FUNC_DEF #endif // IMGUI_IMPL_VULKAN_USE_LOADER #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR; static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR; #endif // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() // [Please zero-clear before use!] struct ImGui_ImplVulkan_FrameRenderBuffers { VkDeviceMemory VertexBufferMemory; VkDeviceMemory IndexBufferMemory; VkDeviceSize VertexBufferSize; VkDeviceSize IndexBufferSize; VkBuffer VertexBuffer; VkBuffer IndexBuffer; }; // Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers // [Please zero-clear before use!] struct ImGui_ImplVulkan_WindowRenderBuffers { uint32_t Index; uint32_t Count; ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers; }; struct ImGui_ImplVulkan_Texture { VkDeviceMemory Memory; VkImage Image; VkImageView ImageView; VkDescriptorSet DescriptorSet; ImGui_ImplVulkan_Texture() { memset(this, 0, sizeof(*this)); } }; // Vulkan data struct ImGui_ImplVulkan_Data { ImGui_ImplVulkan_InitInfo VulkanInitInfo; VkDeviceSize BufferMemoryAlignment; VkPipelineCreateFlags PipelineCreateFlags; VkDescriptorSetLayout DescriptorSetLayout; VkPipelineLayout PipelineLayout; VkPipeline Pipeline; VkShaderModule ShaderModuleVert; VkShaderModule ShaderModuleFrag; VkDescriptorPool DescriptorPool; // Texture management ImGui_ImplVulkan_Texture FontTexture; VkSampler TexSampler; VkCommandPool TexCommandPool; VkCommandBuffer TexCommandBuffer; // Render buffers for main window ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers; ImGui_ImplVulkan_Data() { memset((void*)this, 0, sizeof(*this)); BufferMemoryAlignment = 256; } }; //----------------------------------------------------------------------------- // SHADERS //----------------------------------------------------------------------------- // backends/vulkan/glsl_shader.vert, compiled with: // # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert /* #version 450 core layout(location = 0) in vec2 aPos; layout(location = 1) in vec2 aUV; layout(location = 2) in vec4 aColor; layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; void main() { Out.Color = aColor; Out.UV = aUV; gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); } */ static uint32_t __glsl_shader_vert_spv[] = { 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c, 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074, 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001, 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b, 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e, 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008, 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017, 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020, 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015, 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020, 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020, 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020, 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020, 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a, 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014, 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f, 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021, 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006, 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8, 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012, 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016, 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018, 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022, 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008, 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013, 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024, 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006, 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b, 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e, 0x0000002d,0x0000002c,0x000100fd,0x00010038 }; // backends/vulkan/glsl_shader.frag, compiled with: // # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag /* #version 450 core layout(location = 0) out vec4 fColor; layout(set=0, binding=0) uniform sampler2D sTexture; layout(location = 0) in struct { vec4 Color; vec2 UV; } In; void main() { fColor = In.Color * texture(sTexture, In.UV.st); } */ static uint32_t __glsl_shader_frag_spv[] = { 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574, 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e, 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021, 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006, 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003, 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006, 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001, 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020, 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001, 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000, 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000, 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018, 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004, 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d, 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017, 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a, 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085, 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd, 0x00010038 }; //----------------------------------------------------------------------------- // FUNCTIONS //----------------------------------------------------------------------------- // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // FIXME: multi-context support is not tested and probably dysfunctional in this backend. static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkPhysicalDeviceMemoryProperties prop; vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); for (uint32_t i = 0; i < prop.memoryTypeCount; i++) if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i)) return i; return 0xFFFFFFFF; // Unable to find memoryType } static void check_vk_result(VkResult err) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (!bd) return; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (v->CheckVkResultFn) v->CheckVkResultFn(err); } // Same as IM_MEMALIGN(). 'alignment' must be a power of two. static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize alignment) { return (size + alignment - 1) & ~(alignment - 1); } static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, VkDeviceSize new_size, VkBufferUsageFlagBits usage) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; if (buffer != VK_NULL_HANDLE) vkDestroyBuffer(v->Device, buffer, v->Allocator); if (buffer_memory != VK_NULL_HANDLE) vkFreeMemory(v->Device, buffer_memory, v->Allocator); VkDeviceSize buffer_size_aligned = AlignBufferSize(IM_MAX(v->MinAllocationSize, new_size), bd->BufferMemoryAlignment); VkBufferCreateInfo buffer_info = {}; buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; buffer_info.size = buffer_size_aligned; buffer_info.usage = usage; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); check_vk_result(err); VkMemoryRequirements req; vkGetBufferMemoryRequirements(v->Device, buffer, &req); bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); check_vk_result(err); err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); check_vk_result(err); buffer_size = buffer_size_aligned; } static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* rb, int fb_width, int fb_height) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); // Bind pipeline: { vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); } // Bind Vertex And Index Buffer: if (draw_data->TotalVtxCount > 0) { VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; VkDeviceSize vertex_offset[1] = { 0 }; vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); } // Setup viewport: { VkViewport viewport; viewport.x = 0; viewport.y = 0; viewport.width = (float)fb_width; viewport.height = (float)fb_height; viewport.minDepth = 0.0f; viewport.maxDepth = 1.0f; vkCmdSetViewport(command_buffer, 0, 1, &viewport); } // Setup scale and translation: // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { float scale[2]; scale[0] = 2.0f / draw_data->DisplaySize.x; scale[1] = 2.0f / draw_data->DisplaySize.y; float translate[2]; translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); } } // Render function void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width <= 0 || fb_height <= 0) return; ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (pipeline == VK_NULL_HANDLE) pipeline = bd->Pipeline; // Allocate array to store enough vertex/index buffers ImGui_ImplVulkan_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers; if (wrb->FrameRenderBuffers == nullptr) { wrb->Index = 0; wrb->Count = v->ImageCount; wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count); memset((void*)wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count); } IM_ASSERT(wrb->Count == v->ImageCount); wrb->Index = (wrb->Index + 1) % wrb->Count; ImGui_ImplVulkan_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; if (draw_data->TotalVtxCount > 0) { // Create or resize the vertex/index buffers VkDeviceSize vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment); VkDeviceSize index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment); if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); // Upload vertex/index data into a single contiguous GPU buffer ImDrawVert* vtx_dst = nullptr; ImDrawIdx* idx_dst = nullptr; VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)&vtx_dst); check_vk_result(err); err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst); check_vk_result(err); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* draw_list = draw_data->CmdLists[n]; memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += draw_list->VtxBuffer.Size; idx_dst += draw_list->IdxBuffer.Size; } VkMappedMemoryRange range[2] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[0].memory = rb->VertexBufferMemory; range[0].size = VK_WHOLE_SIZE; range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[1].memory = rb->IndexBufferMemory; range[1].size = VK_WHOLE_SIZE; err = vkFlushMappedMemoryRanges(v->Device, 2, range); check_vk_result(err); vkUnmapMemory(v->Device, rb->VertexBufferMemory); vkUnmapMemory(v->Device, rb->IndexBufferMemory); } // Setup desired Vulkan state ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); // Setup render state structure (for callbacks and custom texture bindings) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGui_ImplVulkan_RenderState render_state; render_state.CommandBuffer = command_buffer; render_state.Pipeline = pipeline; render_state.PipelineLayout = bd->PipelineLayout; platform_io.Renderer_RenderState = &render_state; // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* draw_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); else pcmd->UserCallback(draw_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle VkRect2D scissor; scissor.offset.x = (int32_t)(clip_min.x); scissor.offset.y = (int32_t)(clip_min.y); scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x); scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y); vkCmdSetScissor(command_buffer, 0, 1, &scissor); // Bind DescriptorSet with font or user texture VkDescriptorSet desc_set = (VkDescriptorSet)pcmd->GetTexID(); vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &desc_set, 0, nullptr); // Draw vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } global_idx_offset += draw_list->IdxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size; } platform_io.Renderer_RenderState = NULL; // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. // Our last values will leak into user/application rendering IF: // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state. // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering. // In theory we should aim to backup/restore those values but I am not sure this is possible. // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } }; vkCmdSetScissor(command_buffer, 0, 1, &scissor); } bool ImGui_ImplVulkan_CreateFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; // Destroy existing texture (if any) if (bd->FontTexture.DescriptorSet) { vkQueueWaitIdle(v->Queue); ImGui_ImplVulkan_DestroyFontsTexture(); } // Create command pool/buffer if (bd->TexCommandPool == VK_NULL_HANDLE) { VkCommandPoolCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; info.flags = 0; info.queueFamilyIndex = v->QueueFamily; vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->TexCommandPool); } if (bd->TexCommandBuffer == VK_NULL_HANDLE) { VkCommandBufferAllocateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; info.commandPool = bd->TexCommandPool; info.commandBufferCount = 1; err = vkAllocateCommandBuffers(v->Device, &info, &bd->TexCommandBuffer); check_vk_result(err); } // Start command buffer { err = vkResetCommandPool(v->Device, bd->TexCommandPool, 0); 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; err = vkBeginCommandBuffer(bd->TexCommandBuffer, &begin_info); check_vk_result(err); } unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); size_t upload_size = width * height * 4 * sizeof(char); // Create the Image: ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture; { VkImageCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; info.imageType = VK_IMAGE_TYPE_2D; info.format = VK_FORMAT_R8G8B8A8_UNORM; info.extent.width = width; info.extent.height = height; info.extent.depth = 1; info.mipLevels = 1; info.arrayLayers = 1; info.samples = VK_SAMPLE_COUNT_1_BIT; info.tiling = VK_IMAGE_TILING_OPTIMAL; info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; err = vkCreateImage(v->Device, &info, v->Allocator, &backend_tex->Image); check_vk_result(err); VkMemoryRequirements req; vkGetImageMemoryRequirements(v->Device, backend_tex->Image, &req); VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &backend_tex->Memory); check_vk_result(err); err = vkBindImageMemory(v->Device, backend_tex->Image, backend_tex->Memory, 0); check_vk_result(err); } // Create the Image View: { VkImageViewCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; info.image = backend_tex->Image; info.viewType = VK_IMAGE_VIEW_TYPE_2D; info.format = VK_FORMAT_R8G8B8A8_UNORM; info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; info.subresourceRange.levelCount = 1; info.subresourceRange.layerCount = 1; err = vkCreateImageView(v->Device, &info, v->Allocator, &backend_tex->ImageView); check_vk_result(err); } // Create the Descriptor Set: backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSampler, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); // Create the Upload Buffer: VkDeviceMemory upload_buffer_memory; VkBuffer upload_buffer; { VkBufferCreateInfo buffer_info = {}; buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; buffer_info.size = upload_size; buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer); check_vk_result(err); VkMemoryRequirements req; vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req); bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory); check_vk_result(err); err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0); check_vk_result(err); } // Upload to Buffer: { char* map = nullptr; err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map)); check_vk_result(err); memcpy(map, pixels, upload_size); VkMappedMemoryRange range[1] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[0].memory = upload_buffer_memory; range[0].size = upload_size; err = vkFlushMappedMemoryRanges(v->Device, 1, range); check_vk_result(err); vkUnmapMemory(v->Device, upload_buffer_memory); } // Copy to Image: { VkImageMemoryBarrier copy_barrier[1] = {}; copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; copy_barrier[0].image = backend_tex->Image; copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; copy_barrier[0].subresourceRange.levelCount = 1; copy_barrier[0].subresourceRange.layerCount = 1; vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier); VkBufferImageCopy region = {}; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; region.imageSubresource.layerCount = 1; region.imageExtent.width = width; region.imageExtent.height = height; region.imageExtent.depth = 1; vkCmdCopyBufferToImage(bd->TexCommandBuffer, upload_buffer, backend_tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); VkImageMemoryBarrier use_barrier[1] = {}; use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; use_barrier[0].image = backend_tex->Image; use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; use_barrier[0].subresourceRange.levelCount = 1; use_barrier[0].subresourceRange.layerCount = 1; vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); } // Store our identifier io.Fonts->SetTexID((ImTextureID)backend_tex->DescriptorSet); // End command buffer VkSubmitInfo end_info = {}; end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; end_info.commandBufferCount = 1; end_info.pCommandBuffers = &bd->TexCommandBuffer; err = vkEndCommandBuffer(bd->TexCommandBuffer); check_vk_result(err); err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE); check_vk_result(err); err = vkQueueWaitIdle(v->Queue); check_vk_result(err); vkDestroyBuffer(v->Device, upload_buffer, v->Allocator); vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator); return true; } // You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown(). void ImGui_ImplVulkan_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture; if (backend_tex->DescriptorSet) { ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet); backend_tex->DescriptorSet = VK_NULL_HANDLE; io.Fonts->SetTexID(0); } if (backend_tex->ImageView) { vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator); backend_tex->ImageView = VK_NULL_HANDLE; } if (backend_tex->Image) { vkDestroyImage(v->Device, backend_tex->Image, v->Allocator); backend_tex->Image = VK_NULL_HANDLE; } if (backend_tex->Memory) { vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator); backend_tex->Memory = VK_NULL_HANDLE; } } static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) { // Create the shader modules ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (bd->ShaderModuleVert == VK_NULL_HANDLE) { VkShaderModuleCreateInfo vert_info = {}; vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; vert_info.codeSize = sizeof(__glsl_shader_vert_spv); vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert); check_vk_result(err); } if (bd->ShaderModuleFrag == VK_NULL_HANDLE) { VkShaderModuleCreateInfo frag_info = {}; frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; frag_info.codeSize = sizeof(__glsl_shader_frag_spv); frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag); check_vk_result(err); } } static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_CreateShaderModules(device, allocator); VkPipelineShaderStageCreateInfo stage[2] = {}; stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT; stage[0].module = bd->ShaderModuleVert; stage[0].pName = "main"; stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; stage[1].module = bd->ShaderModuleFrag; stage[1].pName = "main"; VkVertexInputBindingDescription binding_desc[1] = {}; binding_desc[0].stride = sizeof(ImDrawVert); binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; VkVertexInputAttributeDescription attribute_desc[3] = {}; attribute_desc[0].location = 0; attribute_desc[0].binding = binding_desc[0].binding; attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT; attribute_desc[0].offset = offsetof(ImDrawVert, pos); attribute_desc[1].location = 1; attribute_desc[1].binding = binding_desc[0].binding; attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT; attribute_desc[1].offset = offsetof(ImDrawVert, uv); attribute_desc[2].location = 2; attribute_desc[2].binding = binding_desc[0].binding; attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM; attribute_desc[2].offset = offsetof(ImDrawVert, col); VkPipelineVertexInputStateCreateInfo vertex_info = {}; vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertex_info.vertexBindingDescriptionCount = 1; vertex_info.pVertexBindingDescriptions = binding_desc; vertex_info.vertexAttributeDescriptionCount = 3; vertex_info.pVertexAttributeDescriptions = attribute_desc; VkPipelineInputAssemblyStateCreateInfo ia_info = {}; ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; VkPipelineViewportStateCreateInfo viewport_info = {}; viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; viewport_info.viewportCount = 1; viewport_info.scissorCount = 1; VkPipelineRasterizationStateCreateInfo raster_info = {}; raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; raster_info.polygonMode = VK_POLYGON_MODE_FILL; raster_info.cullMode = VK_CULL_MODE_NONE; raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; raster_info.lineWidth = 1.0f; VkPipelineMultisampleStateCreateInfo ms_info = {}; ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT; VkPipelineColorBlendAttachmentState color_attachment[1] = {}; color_attachment[0].blendEnable = VK_TRUE; color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD; color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD; color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; VkPipelineDepthStencilStateCreateInfo depth_info = {}; depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; VkPipelineColorBlendStateCreateInfo blend_info = {}; blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; blend_info.attachmentCount = 1; blend_info.pAttachments = color_attachment; VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamic_state = {}; dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states); dynamic_state.pDynamicStates = dynamic_states; VkGraphicsPipelineCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; info.flags = bd->PipelineCreateFlags; info.stageCount = 2; info.pStages = stage; info.pVertexInputState = &vertex_info; info.pInputAssemblyState = &ia_info; info.pViewportState = &viewport_info; info.pRasterizationState = &raster_info; info.pMultisampleState = &ms_info; info.pDepthStencilState = &depth_info; info.pColorBlendState = &blend_info; info.pDynamicState = &dynamic_state; info.layout = bd->PipelineLayout; info.renderPass = renderPass; info.subpass = subpass; #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING if (bd->VulkanInitInfo.UseDynamicRendering) { IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR"); IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL"); info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo; info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr. } #endif VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline); check_vk_result(err); } bool ImGui_ImplVulkan_CreateDeviceObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; if (!bd->TexSampler) { // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. VkSamplerCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; info.magFilter = VK_FILTER_LINEAR; info.minFilter = VK_FILTER_LINEAR; info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; info.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; info.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; info.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; info.minLod = -1000; info.maxLod = 1000; info.maxAnisotropy = 1.0f; err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSampler); check_vk_result(err); } if (!bd->DescriptorSetLayout) { VkDescriptorSetLayoutBinding binding[1] = {}; binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; binding[0].descriptorCount = 1; binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; VkDescriptorSetLayoutCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; info.bindingCount = 1; info.pBindings = binding; err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout); check_vk_result(err); } if (v->DescriptorPoolSize) { VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize }; VkDescriptorPoolCreateInfo pool_info = {}; pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; pool_info.maxSets = v->DescriptorPoolSize; pool_info.poolSizeCount = 1; pool_info.pPoolSizes = &pool_size; err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool); check_vk_result(err); } if (!bd->PipelineLayout) { // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix VkPushConstantRange push_constants[1] = {}; push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; push_constants[0].offset = sizeof(float) * 0; push_constants[0].size = sizeof(float) * 4; VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; VkPipelineLayoutCreateInfo layout_info = {}; layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layout_info.setLayoutCount = 1; layout_info.pSetLayouts = set_layout; layout_info.pushConstantRangeCount = 1; layout_info.pPushConstantRanges = push_constants; err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout); check_vk_result(err); } ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass); return true; } void ImGui_ImplVulkan_DestroyDeviceObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); ImGui_ImplVulkan_DestroyFontsTexture(); if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; } if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; } if (bd->TexSampler) { vkDestroySampler(v->Device, bd->TexSampler, v->Allocator); bd->TexSampler = VK_NULL_HANDLE; } if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; } } bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) { // Load function pointers // You can use the default Vulkan loader using: // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); // But this would be roughly equivalent to not setting VK_NO_PROTOTYPES. #ifdef IMGUI_IMPL_VULKAN_USE_LOADER #define IMGUI_VULKAN_FUNC_LOAD(func) \ func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \ if (func == nullptr) \ return false; IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD) #undef IMGUI_VULKAN_FUNC_LOAD #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING // Manually load those two (see #5446) ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(loader_func("vkCmdBeginRenderingKHR", user_data)); ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(loader_func("vkCmdEndRenderingKHR", user_data)); #endif #else IM_UNUSED(loader_func); IM_UNUSED(user_data); #endif g_FunctionsLoaded = true; return true; } bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); if (info->UseDynamicRendering) { #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING #ifndef IMGUI_IMPL_VULKAN_USE_LOADER ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR")); ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR")); #endif IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr); IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr); #else IM_ASSERT(0 && "Can't use dynamic rendering when neither VK_VERSION_1_3 or VK_KHR_dynamic_rendering is defined."); #endif } ImGuiIO& io = ImGui::GetIO(); IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_vulkan"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. IM_ASSERT(info->Instance != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); IM_ASSERT(info->Device != VK_NULL_HANDLE); IM_ASSERT(info->Queue != VK_NULL_HANDLE); if (info->DescriptorPool != VK_NULL_HANDLE) // Either DescriptorPool or DescriptorPoolSize must be set, not both! IM_ASSERT(info->DescriptorPoolSize == 0); else IM_ASSERT(info->DescriptorPoolSize > 0); IM_ASSERT(info->MinImageCount >= 2); IM_ASSERT(info->ImageCount >= info->MinImageCount); if (info->UseDynamicRendering == false) IM_ASSERT(info->RenderPass != VK_NULL_HANDLE); bd->VulkanInitInfo = *info; ImGui_ImplVulkan_CreateDeviceObjects(); return true; } void ImGui_ImplVulkan_Shutdown() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplVulkan_DestroyDeviceObjects(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; IM_DELETE(bd); } void ImGui_ImplVulkan_NewFrame() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?"); if (!bd->FontTexture.DescriptorSet) ImGui_ImplVulkan_CreateFontsTexture(); } void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(min_image_count >= 2); if (bd->VulkanInitInfo.MinImageCount == min_image_count) return; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err = vkDeviceWaitIdle(v->Device); check_vk_result(err); ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); bd->VulkanInitInfo.MinImageCount = min_image_count; } // Register a texture by creating a descriptor // 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. VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool; // Create Descriptor Set: VkDescriptorSet descriptor_set; { VkDescriptorSetAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; alloc_info.descriptorPool = pool; alloc_info.descriptorSetCount = 1; alloc_info.pSetLayouts = &bd->DescriptorSetLayout; VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); check_vk_result(err); } // Update the Descriptor Set: { VkDescriptorImageInfo desc_image[1] = {}; desc_image[0].sampler = sampler; desc_image[0].imageView = image_view; desc_image[0].imageLayout = image_layout; VkWriteDescriptorSet write_desc[1] = {}; write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; write_desc[0].dstSet = descriptor_set; write_desc[0].descriptorCount = 1; write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; write_desc[0].pImageInfo = desc_image; vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr); } return descriptor_set; } void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool; vkFreeDescriptorSets(v->Device, pool, 1, &descriptor_set); } void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) { if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } buffers->VertexBufferSize = 0; buffers->IndexBufferSize = 0; } void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) { for (uint32_t n = 0; n < buffers->Count; n++) ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); IM_FREE(buffers->FrameRenderBuffers); buffers->FrameRenderBuffers = nullptr; buffers->Index = 0; buffers->Count = 0; } //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) //------------------------------------------------------------------------- // You probably do NOT need to use or care about those functions. // Those functions only exist because: // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 2) the upcoming multi-viewport feature will need them internally. // Generally we avoid exposing any kind of superfluous high-level helpers in the backends, // but it is too much code to duplicate everywhere so we exceptionally expose them. // // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); IM_ASSERT(request_formats != nullptr); IM_ASSERT(request_formats_count > 0); // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40, // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used. uint32_t avail_count; vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr); ImVector<VkSurfaceFormatKHR> avail_format; avail_format.resize((int)avail_count); vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data); // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available if (avail_count == 1) { if (avail_format[0].format == VK_FORMAT_UNDEFINED) { VkSurfaceFormatKHR ret; ret.format = request_formats[0]; ret.colorSpace = request_color_space; return ret; } else { // No point in searching another format return avail_format[0]; } } else { // Request several formats, the first found will be used for (int request_i = 0; request_i < request_formats_count; request_i++) for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space) return avail_format[avail_i]; // If none of the requested image formats could be found, use the first available return avail_format[0]; } } VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); IM_ASSERT(request_modes != nullptr); IM_ASSERT(request_modes_count > 0); // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory uint32_t avail_count = 0; vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr); ImVector<VkPresentModeKHR> avail_modes; avail_modes.resize((int)avail_count); vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data); //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]); for (int request_i = 0; request_i < request_modes_count; request_i++) for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) if (request_modes[request_i] == avail_modes[avail_i]) return request_modes[request_i]; return VK_PRESENT_MODE_FIFO_KHR; // Always available } void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) { IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); IM_UNUSED(physical_device); // Create Command Buffers VkResult err; for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; { VkCommandPoolCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; info.flags = 0; info.queueFamilyIndex = queue_family; err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool); check_vk_result(err); } { VkCommandBufferAllocateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; info.commandPool = fd->CommandPool; info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; info.commandBufferCount = 1; err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer); check_vk_result(err); } { VkFenceCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; info.flags = VK_FENCE_CREATE_SIGNALED_BIT; err = vkCreateFence(device, &info, allocator, &fd->Fence); check_vk_result(err); } } for (uint32_t i = 0; i < wd->SemaphoreCount; i++) { ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; { VkSemaphoreCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore); check_vk_result(err); err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore); check_vk_result(err); } } } int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode) { if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR) return 3; if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) return 2; if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR) return 1; IM_ASSERT(0); return 1; } // Also destroy old swap chain and in-flight frames data, if any. 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) { VkResult err; VkSwapchainKHR old_swapchain = wd->Swapchain; wd->Swapchain = VK_NULL_HANDLE; err = vkDeviceWaitIdle(device); check_vk_result(err); // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. // Destroy old Framebuffer for (uint32_t i = 0; i < wd->ImageCount; i++) ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); for (uint32_t i = 0; i < wd->SemaphoreCount; i++) ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); IM_FREE(wd->Frames); IM_FREE(wd->FrameSemaphores); wd->Frames = nullptr; wd->FrameSemaphores = nullptr; wd->ImageCount = 0; if (wd->RenderPass) vkDestroyRenderPass(device, wd->RenderPass, allocator); if (wd->Pipeline) vkDestroyPipeline(device, wd->Pipeline, allocator); // If min image count was not specified, request different count of images dependent on selected present mode if (min_image_count == 0) min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode); // Create Swapchain { VkSwapchainCreateInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; info.surface = wd->Surface; info.minImageCount = min_image_count; info.imageFormat = wd->SurfaceFormat.format; info.imageColorSpace = wd->SurfaceFormat.colorSpace; info.imageArrayLayers = 1; info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; info.presentMode = wd->PresentMode; info.clipped = VK_TRUE; info.oldSwapchain = old_swapchain; VkSurfaceCapabilitiesKHR cap; err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); check_vk_result(err); if (info.minImageCount < cap.minImageCount) info.minImageCount = cap.minImageCount; else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) info.minImageCount = cap.maxImageCount; if (cap.currentExtent.width == 0xffffffff) { info.imageExtent.width = wd->Width = w; info.imageExtent.height = wd->Height = h; } else { info.imageExtent.width = wd->Width = cap.currentExtent.width; info.imageExtent.height = wd->Height = cap.currentExtent.height; } err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); check_vk_result(err); err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr); check_vk_result(err); VkImage backbuffers[16] = {}; IM_ASSERT(wd->ImageCount >= min_image_count); IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers)); err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); check_vk_result(err); IM_ASSERT(wd->Frames == nullptr && wd->FrameSemaphores == nullptr); wd->SemaphoreCount = wd->ImageCount + 1; wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->SemaphoreCount); memset((void*)wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); memset((void*)wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount); for (uint32_t i = 0; i < wd->ImageCount; i++) wd->Frames[i].Backbuffer = backbuffers[i]; } if (old_swapchain) vkDestroySwapchainKHR(device, old_swapchain, allocator); // Create the Render Pass if (wd->UseDynamicRendering == false) { VkAttachmentDescription attachment = {}; attachment.format = wd->SurfaceFormat.format; attachment.samples = VK_SAMPLE_COUNT_1_BIT; attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE; attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; VkAttachmentReference color_attachment = {}; color_attachment.attachment = 0; color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; VkSubpassDescription subpass = {}; subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; subpass.colorAttachmentCount = 1; subpass.pColorAttachments = &color_attachment; VkSubpassDependency dependency = {}; dependency.srcSubpass = VK_SUBPASS_EXTERNAL; dependency.dstSubpass = 0; dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependency.srcAccessMask = 0; dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; VkRenderPassCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; info.attachmentCount = 1; info.pAttachments = &attachment; info.subpassCount = 1; info.pSubpasses = &subpass; info.dependencyCount = 1; info.pDependencies = &dependency; err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass); check_vk_result(err); // We do not create a pipeline by default as this is also used by examples' main.cpp, // but secondary viewport in multi-viewport mode may want to create one with: //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, v->Subpass); } // Create The Image Views { VkImageViewCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; info.viewType = VK_IMAGE_VIEW_TYPE_2D; info.format = wd->SurfaceFormat.format; info.components.r = VK_COMPONENT_SWIZZLE_R; info.components.g = VK_COMPONENT_SWIZZLE_G; info.components.b = VK_COMPONENT_SWIZZLE_B; info.components.a = VK_COMPONENT_SWIZZLE_A; VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; info.subresourceRange = image_range; for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; info.image = fd->Backbuffer; err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); check_vk_result(err); } } // Create Framebuffer if (wd->UseDynamicRendering == false) { VkImageView attachment[1]; VkFramebufferCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; info.renderPass = wd->RenderPass; info.attachmentCount = 1; info.pAttachments = attachment; info.width = wd->Width; info.height = wd->Height; info.layers = 1; for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; attachment[0] = fd->BackbufferView; err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); check_vk_result(err); } } } // Create or resize window void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); (void)instance; ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); } void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) { vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) //vkQueueWaitIdle(bd->Queue); for (uint32_t i = 0; i < wd->ImageCount; i++) ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); for (uint32_t i = 0; i < wd->SemaphoreCount; i++) ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); IM_FREE(wd->Frames); IM_FREE(wd->FrameSemaphores); wd->Frames = nullptr; wd->FrameSemaphores = nullptr; vkDestroyPipeline(device, wd->Pipeline, allocator); vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroySwapchainKHR(device, wd->Swapchain, allocator); vkDestroySurfaceKHR(instance, wd->Surface, allocator); *wd = ImGui_ImplVulkanH_Window(); } void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) { vkDestroyFence(device, fd->Fence, allocator); vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); vkDestroyCommandPool(device, fd->CommandPool, allocator); fd->Fence = VK_NULL_HANDLE; fd->CommandBuffer = VK_NULL_HANDLE; fd->CommandPool = VK_NULL_HANDLE; vkDestroyImageView(device, fd->BackbufferView, allocator); vkDestroyFramebuffer(device, fd->Framebuffer, allocator); } void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) { vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; } //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE