mirror of
https://github.com/ocornut/imgui.git
synced 2026-09-21 19:43:46 +08:00
Merge branch 'vulkan_fix_master' into vulkan_fix_docking
# Conflicts: # examples/imgui_impl_vulkan.cpp
This commit is contained in:
@@ -98,6 +98,15 @@ Other changes:
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||||
-----------------------------------------------------------------------
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||||
|
||||
Breaking Changes:
|
||||
- Examples: Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). Engine/app is
|
||||
in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame.
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||||
(The demo helper ImGui_ImplVulkanH_Window structure carries them.) (#2461, #2348, #2378, #2097)
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- Examples: Vulkan: Added MinImageCount field in ImGui_ImplVulkan_InitInfo, required during
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||||
initialization to specify the number of in-flight image requested by swap chains.
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(was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam]
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- Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely
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on them but it is possible you have!).
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||||
|
||||
|
||||
Other Changes:
|
||||
- InputText: Fixed selection background starts rendering one frame after the cursor movement
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||||
|
||||
@@ -1,6 +1,13 @@
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||||
// dear imgui: standalone example application for Glfw + Vulkan
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||||
// If you are new to dear imgui, see examples/README.txt and documentation 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_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
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||||
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||||
#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_vulkan.h"
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@@ -23,19 +30,21 @@
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#define IMGUI_VULKAN_DEBUG_REPORT
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#endif
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||||
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||||
static VkAllocationCallbacks* g_Allocator = NULL;
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||||
static VkInstance g_Instance = VK_NULL_HANDLE;
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||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
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||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static uint32_t g_QueueFamily = (uint32_t)-1;
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||||
static VkQueue g_Queue = VK_NULL_HANDLE;
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||||
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
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||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
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static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
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||||
static VkAllocationCallbacks* g_Allocator = NULL;
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||||
static VkInstance g_Instance = VK_NULL_HANDLE;
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||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
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||||
static VkDevice g_Device = VK_NULL_HANDLE;
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||||
static uint32_t g_QueueFamily = (uint32_t)-1;
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static VkQueue g_Queue = VK_NULL_HANDLE;
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||||
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
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static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
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static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
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||||
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||||
static ImGui_ImplVulkanH_WindowData g_WindowData;
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static bool g_ResizeWanted = false;
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static int g_ResizeWidth = 0, g_ResizeHeight = 0;
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static ImGui_ImplVulkanH_Window g_WindowData;
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static int g_MinImageCount = 2;
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static bool g_SwapChainRebuild = false;
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static int g_SwapChainResizeWidth = 0;
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static int g_SwapChainResizeHeight = 0;
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|
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static void check_vk_result(VkResult err)
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{
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@@ -107,6 +116,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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uint32_t gpu_count;
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
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check_vk_result(err);
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IM_ASSERT(gpu_count > 0);
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VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
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@@ -183,7 +193,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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}
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}
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static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
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static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
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||||
{
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wd->Surface = surface;
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||||
@@ -211,14 +221,12 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR
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//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
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||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
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||||
ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
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||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
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||||
IM_ASSERT(g_MinImageCount >= 2);
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||||
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
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||||
}
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||||
|
||||
static void CleanupVulkan()
|
||||
{
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||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
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ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
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vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
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||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
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@@ -231,7 +239,16 @@ static void CleanupVulkan()
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vkDestroyInstance(g_Instance, g_Allocator);
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}
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||||
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static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
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||||
static void CleanupVulkanWindow()
|
||||
{
|
||||
// In a normal engine/app integration, you wouldn't use the ImGui_ImplVulkanH_Window helpers,
|
||||
// however you would instead need to call ImGui_ImplVulkan_DestroyFrameRenderBuffers() on each
|
||||
// ImGui_ImplVulkan_FrameRenderBuffers structure that you own.
|
||||
ImGui_ImplVulkanH_Window* wd = &g_WindowData;
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ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
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||||
}
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||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd)
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||||
{
|
||||
VkResult err;
|
||||
|
||||
@@ -239,7 +256,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
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||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
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||||
check_vk_result(err);
|
||||
@@ -260,7 +277,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
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||||
VkRenderPassBeginInfo info = {};
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||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
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||||
info.framebuffer = wd->Framebuffer[wd->FrameIndex];
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||||
info.framebuffer = fd->Framebuffer;
|
||||
info.renderArea.extent.width = wd->Width;
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||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
@@ -269,7 +286,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
}
|
||||
|
||||
// Record Imgui Draw Data and draw funcs into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer, &fd->RenderBuffers);
|
||||
|
||||
// Submit command buffer
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||||
vkCmdEndRenderPass(fd->CommandBuffer);
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||||
@@ -292,9 +309,9 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
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||||
}
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||||
}
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||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
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||||
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
@@ -313,14 +330,14 @@ static void glfw_error_callback(int error, const char* description)
|
||||
|
||||
static void glfw_resize_callback(GLFWwindow*, int w, int h)
|
||||
{
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||||
g_ResizeWanted = true;
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||||
g_ResizeWidth = w;
|
||||
g_ResizeHeight = h;
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||||
g_SwapChainRebuild = true;
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||||
g_SwapChainResizeWidth = w;
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||||
g_SwapChainResizeHeight = h;
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||||
}
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||||
|
||||
int main(int, char**)
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||||
{
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||||
// Setup window
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// Setup GLFW window
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glfwSetErrorCallback(glfw_error_callback);
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||||
if (!glfwInit())
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||||
return 1;
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||||
@@ -347,8 +364,8 @@ int main(int, char**)
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||||
int w, h;
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||||
glfwGetFramebufferSize(window, &w, &h);
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glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
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||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
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||||
SetupVulkanWindowData(wd, surface, w, h);
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||||
ImGui_ImplVulkanH_Window* wd = &g_WindowData;
|
||||
SetupVulkanWindow(wd, surface, w, h);
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||||
|
||||
// Setup Dear ImGui context
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||||
IMGUI_CHECKVERSION();
|
||||
@@ -384,6 +401,7 @@ int main(int, char**)
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||||
init_info.PipelineCache = g_PipelineCache;
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||||
init_info.DescriptorPool = g_DescriptorPool;
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init_info.Allocator = g_Allocator;
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||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.CheckVkResultFn = check_vk_result;
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||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
@@ -429,7 +447,7 @@ int main(int, char**)
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||||
|
||||
err = vkDeviceWaitIdle(g_Device);
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||||
check_vk_result(err);
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||||
ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
|
||||
bool show_demo_window = true;
|
||||
@@ -445,10 +463,13 @@ int main(int, char**)
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
if (g_ResizeWanted)
|
||||
|
||||
if (g_SwapChainRebuild)
|
||||
{
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight);
|
||||
g_ResizeWanted = false;
|
||||
g_SwapChainRebuild = false;
|
||||
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
|
||||
ImGui_ImplVulkan_SetSwapChainMinImageCount(g_MinImageCount);
|
||||
g_WindowData.FrameIndex = 0;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
@@ -514,6 +535,8 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupVulkanWindow();
|
||||
CleanupVulkan();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
|
||||
@@ -1,6 +1,13 @@
|
||||
// dear imgui: standalone example application for SDL2 + Vulkan
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation 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_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_vulkan.h"
|
||||
@@ -15,17 +22,21 @@
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static uint32_t g_QueueFamily = (uint32_t)-1;
|
||||
static VkQueue g_Queue = VK_NULL_HANDLE;
|
||||
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static uint32_t g_QueueFamily = (uint32_t)-1;
|
||||
static VkQueue g_Queue = VK_NULL_HANDLE;
|
||||
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
|
||||
static ImGui_ImplVulkanH_WindowData g_WindowData;
|
||||
static ImGui_ImplVulkanH_Window g_WindowData;
|
||||
static uint32_t g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
static int g_SwapChainResizeWidth = 0;
|
||||
static int g_SwapChainResizeHeight = 0;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
@@ -97,6 +108,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
uint32_t gpu_count;
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
|
||||
check_vk_result(err);
|
||||
IM_ASSERT(gpu_count > 0);
|
||||
|
||||
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
|
||||
@@ -173,7 +185,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
}
|
||||
}
|
||||
|
||||
static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
wd->Surface = surface;
|
||||
|
||||
@@ -201,14 +213,12 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR
|
||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
{
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
@@ -221,7 +231,16 @@ static void CleanupVulkan()
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
static void CleanupVulkanWindow()
|
||||
{
|
||||
// In a normal engine/app integration, you wouldn't use the ImGui_ImplVulkanH_Window helpers,
|
||||
// however you would instead need to call ImGui_ImplVulkan_DestroyFrameRenderBuffers() on each
|
||||
// ImGui_ImplVulkan_FrameRenderBuffers structure that you own.
|
||||
ImGui_ImplVulkanH_Window* wd = &g_WindowData;
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
@@ -229,7 +248,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
check_vk_result(err);
|
||||
@@ -250,7 +269,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = wd->Framebuffer[wd->FrameIndex];
|
||||
info.framebuffer = fd->Framebuffer;
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
@@ -259,7 +278,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
}
|
||||
|
||||
// Record Imgui Draw Data and draw funcs into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer, &fd->RenderBuffers);
|
||||
|
||||
// Submit command buffer
|
||||
vkCmdEndRenderPass(fd->CommandBuffer);
|
||||
@@ -282,9 +301,9 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
}
|
||||
}
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
|
||||
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
@@ -331,8 +350,8 @@ int main(int, char**)
|
||||
// Create Framebuffers
|
||||
int w, h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
SetupVulkanWindowData(wd, surface, w, h);
|
||||
ImGui_ImplVulkanH_Window* wd = &g_WindowData;
|
||||
SetupVulkanWindow(wd, surface, w, h);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
ImGui::CreateContext();
|
||||
@@ -366,6 +385,7 @@ int main(int, char**)
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
@@ -411,7 +431,7 @@ int main(int, char**)
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
|
||||
bool show_demo_window = true;
|
||||
@@ -434,7 +454,19 @@ int main(int, char**)
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2);
|
||||
{
|
||||
g_SwapChainResizeWidth = (int)event.window.data1;
|
||||
g_SwapChainResizeHeight = (int)event.window.data2;
|
||||
g_SwapChainRebuild = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (g_SwapChainRebuild)
|
||||
{
|
||||
g_SwapChainRebuild = false;
|
||||
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
|
||||
ImGui_ImplVulkan_SetSwapChainMinImageCount(g_MinImageCount);
|
||||
g_WindowData.FrameIndex = 0;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
@@ -500,6 +532,8 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupVulkanWindow();
|
||||
CleanupVulkan();
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
|
||||
+218
-203
File diff suppressed because it is too large
Load Diff
@@ -12,42 +12,65 @@
|
||||
// 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/
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <vulkan/vulkan.h>
|
||||
|
||||
#define IMGUI_VK_QUEUED_FRAMES 2
|
||||
|
||||
// Please zero-clear before use.
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkan_InitInfo
|
||||
{
|
||||
VkInstance Instance;
|
||||
VkPhysicalDevice PhysicalDevice;
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkPipelineCache PipelineCache;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
VkInstance Instance;
|
||||
VkPhysicalDevice PhysicalDevice;
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkPipelineCache PipelineCache;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
int MinImageCount; // >= 2
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
};
|
||||
|
||||
// Reusable buffers used for rendering by current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
|
||||
// [Please zero-clear before use!]
|
||||
// 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,
|
||||
// you are expected to hold on as many ImGui_ImplVulkan_FrameRenderBuffers structures on your side as you have in-flight frames (== init_info.FramesQueueSize)
|
||||
struct ImGui_ImplVulkan_FrameRenderBuffers
|
||||
{
|
||||
VkDeviceMemory VertexBufferMemory;
|
||||
VkDeviceMemory IndexBufferMemory;
|
||||
VkDeviceSize VertexBufferSize;
|
||||
VkDeviceSize IndexBufferSize;
|
||||
VkBuffer VertexBuffer;
|
||||
VkBuffer IndexBuffer;
|
||||
};
|
||||
|
||||
// Called by user code
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* buffers);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetSwapChainMinImageCount(int frames_queue_size); // To override MinImageCount after initialization
|
||||
|
||||
// Called by ImGui_ImplVulkan_Init() might be useful elsewhere.
|
||||
// Called by ImGui_ImplVulkan_Init(), might be useful elsewhere.
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.)
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
|
||||
//-------------------------------------------------------------------------
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// Those functions only exist because:
|
||||
@@ -55,38 +78,42 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
|
||||
// 2) the multi-viewport / platform window implementation needs them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
|
||||
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
||||
// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
//
|
||||
// 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.
|
||||
// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
||||
// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
struct ImGui_ImplVulkanH_FrameData;
|
||||
struct ImGui_ImplVulkanH_WindowData;
|
||||
struct ImGui_ImplVulkanH_Frame;
|
||||
struct ImGui_ImplVulkanH_Window;
|
||||
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
// Helpers
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
|
||||
// Helper structure to hold the data needed by one rendering frame
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.)
|
||||
struct ImGui_ImplVulkanH_FrameData
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_Frame
|
||||
{
|
||||
uint32_t BackbufferIndex; // Keep track of recently rendered swapchain frame indices
|
||||
VkCommandPool CommandPool;
|
||||
VkCommandBuffer CommandBuffer;
|
||||
VkFence Fence;
|
||||
VkSemaphore ImageAcquiredSemaphore;
|
||||
VkSemaphore RenderCompleteSemaphore;
|
||||
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();
|
||||
VkImage Backbuffer;
|
||||
VkImageView BackbufferView;
|
||||
uint32_t BackbufferCurrentIndex;
|
||||
VkFramebuffer Framebuffer;
|
||||
ImGui_ImplVulkan_FrameRenderBuffers RenderBuffers;
|
||||
};
|
||||
|
||||
// Helper structure to hold the data needed by one rendering context into one OS window
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.)
|
||||
struct ImGui_ImplVulkanH_WindowData
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
struct ImGui_ImplVulkanH_Window
|
||||
{
|
||||
int Width;
|
||||
int Height;
|
||||
@@ -97,13 +124,15 @@ struct ImGui_ImplVulkanH_WindowData
|
||||
VkRenderPass RenderPass;
|
||||
bool ClearEnable;
|
||||
VkClearValue ClearValue;
|
||||
uint32_t BackBufferCount;
|
||||
VkImage BackBuffer[16];
|
||||
VkImageView BackBufferView[16];
|
||||
VkFramebuffer Framebuffer[16];
|
||||
uint32_t FrameIndex;
|
||||
ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t FramesQueueSize; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
ImGui_ImplVulkanH_Frame* Frames;
|
||||
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData();
|
||||
ImGui_ImplVulkanH_Window()
|
||||
{
|
||||
memset(this, 0, sizeof(*this));
|
||||
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
|
||||
ClearEnable = true;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user