Merge branch 'vulkan_fix_master' into vulkan_fix_docking

# Conflicts:
#	examples/imgui_impl_vulkan.cpp
This commit is contained in:
omar
2019-04-04 23:55:33 +02:00
5 changed files with 409 additions and 299 deletions
+9
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@@ -98,6 +98,15 @@ Other changes:
-----------------------------------------------------------------------
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.
(The demo helper ImGui_ImplVulkanH_Window structure carries them.) (#2461, #2348, #2378, #2097)
- Examples: Vulkan: Added MinImageCount field in ImGui_ImplVulkan_InitInfo, required during
initialization to specify the number of in-flight image requested by swap chains.
(was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam]
- Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely
on them but it is possible you have!).
Other Changes:
- InputText: Fixed selection background starts rendering one frame after the cursor movement
+56 -33
View File
@@ -1,6 +1,13 @@
// dear imgui: standalone example application for Glfw + 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_glfw.h"
#include "imgui_impl_vulkan.h"
@@ -23,19 +30,21 @@
#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 bool g_ResizeWanted = false;
static int g_ResizeWidth = 0, g_ResizeHeight = 0;
static ImGui_ImplVulkanH_Window g_WindowData;
static int 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)
{
@@ -107,6 +116,7 @@ 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);
@@ -183,7 +193,7 @@ 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;
@@ -211,14 +221,12 @@ 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
@@ -231,7 +239,16 @@ 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;
@@ -239,7 +256,7 @@ 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);
@@ -260,7 +277,7 @@ 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;
@@ -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
vkCmdEndRenderPass(fd->CommandBuffer);
@@ -292,9 +309,9 @@ 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;
@@ -313,14 +330,14 @@ static void glfw_error_callback(int error, const char* description)
static void glfw_resize_callback(GLFWwindow*, int w, int h)
{
g_ResizeWanted = true;
g_ResizeWidth = w;
g_ResizeHeight = h;
g_SwapChainRebuild = true;
g_SwapChainResizeWidth = w;
g_SwapChainResizeHeight = h;
}
int main(int, char**)
{
// Setup window
// Setup GLFW window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
@@ -347,8 +364,8 @@ int main(int, char**)
int w, h;
glfwGetFramebufferSize(window, &w, &h);
glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
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_CHECKVERSION();
@@ -384,6 +401,7 @@ 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);
@@ -429,7 +447,7 @@ int main(int, char**)
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
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);
+59 -25
View File
@@ -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);
File diff suppressed because it is too large Load Diff
+67 -38
View File
@@ -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;
}
};