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135 lines
7.5 KiB
C
135 lines
7.5 KiB
C
// dear imgui: Renderer for Vulkan
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Missing features:
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// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// You will use those if you want to use this rendering back-end in your engine/app.
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// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by
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// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// Read comments in imgui_impl_vulkan.h.
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#pragma once
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#include <vulkan/vulkan.h>
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// Initialization data, for ImGui_ImplVulkan_Init()
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// [Please zero-clear before use!]
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struct ImGui_ImplVulkan_InitInfo
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{
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VkInstance Instance;
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VkPhysicalDevice PhysicalDevice;
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VkDevice Device;
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uint32_t QueueFamily;
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VkQueue Queue;
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VkPipelineCache PipelineCache;
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VkDescriptorPool DescriptorPool;
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int FramesQueueSize; // >= 2, generally matches the image count returned by vkGetSwapchainImagesKHR
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const VkAllocationCallbacks* Allocator;
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void (*CheckVkResultFn)(VkResult err);
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};
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// Reusable buffers used for rendering by current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
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// [Please zero-clear before use!]
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// In the examples we store those in the helper ImGui_ImplVulkanH_FrameData structure, however as your own engine/app likely won't use the ImGui_Impl_VulkanH_XXXX helpers,
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// you are expected to hold on as many ImGui_ImplVulkan_FrameRenderBuffers structures on your side as you have in-flight frames (== init_info.FramesQueueSize)
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struct ImGui_ImplVulkan_FrameRenderBuffers
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{
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VkDeviceMemory VertexBufferMemory;
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VkDeviceMemory IndexBufferMemory;
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VkDeviceSize VertexBufferSize;
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VkDeviceSize IndexBufferSize;
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VkBuffer VertexBuffer;
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VkBuffer IndexBuffer;
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};
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// Called by user code
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IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
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IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size); // To override FramesQueueSize after initialization
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IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* buffers);
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IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
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IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
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// Called by ImGui_ImplVulkan_Init(), might be useful elsewhere.
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IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyDeviceObjects();
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//-------------------------------------------------------------------------
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// Internal / Miscellaneous Vulkan Helpers
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// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
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//-------------------------------------------------------------------------
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// You probably do NOT need to use or care about those functions.
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// Those functions only exist because:
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// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
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// 2) the upcoming multi-viewport feature will need them internally.
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// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
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// but it is too much code to duplicate everywhere so we exceptionally expose them.
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//
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// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
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// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
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// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
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//-------------------------------------------------------------------------
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struct ImGui_ImplVulkanH_FrameData;
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struct ImGui_ImplVulkanH_WindowData;
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IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowData(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
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IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
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IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
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IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
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IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
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// Helper structure to hold the data needed by one rendering frame
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// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.)
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// [Please zero-clear before use!]
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struct ImGui_ImplVulkanH_FrameData
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{
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VkCommandPool CommandPool;
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VkCommandBuffer CommandBuffer;
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VkFence Fence;
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VkSemaphore ImageAcquiredSemaphore;
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VkSemaphore RenderCompleteSemaphore;
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VkImage Backbuffer;
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VkImageView BackbufferView;
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VkFramebuffer Framebuffer;
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ImGui_ImplVulkan_FrameRenderBuffers RenderBuffers;
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};
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// Helper structure to hold the data needed by one rendering context into one OS window
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// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.)
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struct ImGui_ImplVulkanH_WindowData
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{
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int Width;
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int Height;
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VkSwapchainKHR Swapchain;
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VkSurfaceKHR Surface;
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VkSurfaceFormatKHR SurfaceFormat;
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VkPresentModeKHR PresentMode;
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VkRenderPass RenderPass;
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bool ClearEnable;
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VkClearValue ClearValue;
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uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
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uint32_t FramesQueueSize; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
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ImGui_ImplVulkanH_FrameData* Frames;
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ImGui_ImplVulkanH_WindowData()
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{
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memset(this, 0, sizeof(*this));
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PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
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ClearEnable = true;
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}
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};
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