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| 1 | +// dear imgui: Renderer Backend for Vulkan |
| 2 | +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) |
| 3 | + |
| 4 | +// Implemented features: |
| 5 | +// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. |
| 6 | +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. |
| 7 | +// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). |
| 8 | + |
| 9 | +// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. |
| 10 | +// See imgui_impl_vulkan.cpp file for details. |
| 11 | + |
| 12 | +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. |
| 13 | +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ |
| 14 | + |
| 15 | +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 16 | +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| 17 | +// Learn about Dear ImGui: |
| 18 | +// - FAQ https://dearimgui.com/faq |
| 19 | +// - Getting Started https://dearimgui.com/getting-started |
| 20 | +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 21 | +// - Introduction, links and more at the top of imgui.cpp |
| 22 | + |
| 23 | +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. |
| 24 | +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. |
| 25 | +// You will use those if you want to use this rendering backend in your engine/app. |
| 26 | +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by |
| 27 | +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. |
| 28 | +// Read comments in imgui_impl_vulkan.h. |
| 29 | + |
| 30 | +#pragma once |
| 31 | +#ifndef IMGUI_DISABLE |
| 32 | +#include "imgui.h" // IMGUI_IMPL_API |
| 33 | + |
| 34 | +// [Configuration] in order to use a custom Vulkan function loader: |
| 35 | +// (1) You'll need to disable default Vulkan function prototypes. |
| 36 | +// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. |
| 37 | +// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: |
| 38 | +// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file |
| 39 | +// - Or as a compilation flag in your build system |
| 40 | +// - Or uncomment here (not recommended because you'd be modifying imgui sources!) |
| 41 | +// - Do not simply add it in a .cpp file! |
| 42 | +// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. |
| 43 | +// If you have no idea what this is, leave it alone! |
| 44 | +//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES |
| 45 | + |
| 46 | +// Convenience support for Volk |
| 47 | +// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) |
| 48 | +//#define IMGUI_IMPL_VULKAN_USE_VOLK |
| 49 | + |
| 50 | +#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) |
| 51 | +#define VK_NO_PROTOTYPES |
| 52 | +#endif |
| 53 | +#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX) |
| 54 | +#define NOMINMAX |
| 55 | +#endif |
| 56 | + |
| 57 | +// Vulkan includes |
| 58 | +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK |
| 59 | +#include <volk.h> |
| 60 | +#else |
| 61 | +#include <vulkan/vulkan.h> |
| 62 | +#endif |
| 63 | +#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) |
| 64 | +#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING |
| 65 | +#endif |
| 66 | + |
| 67 | +// FIX(zig-gamedev) - Match PipelineRenderingCreateInfo structure for compatibility |
| 68 | +typedef struct unusedVkPipelineRenderingCreateInfo { |
| 69 | + uint32_t sType; |
| 70 | + const void* pNext; |
| 71 | + uint32_t viewMask; |
| 72 | + uint32_t colorAttachmentCount; |
| 73 | + const uint32_t* pColorAttachmentFormats; |
| 74 | + uint32_t depthAttachmentFormat; |
| 75 | + uint32_t stencilAttachmentFormat; |
| 76 | +} unusedVkPipelineRenderingCreateInfo; |
| 77 | + |
| 78 | +// Initialization data, for ImGui_ImplVulkan_Init() |
| 79 | +// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, |
| 80 | +// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor. |
| 81 | +// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. |
| 82 | +// [Please zero-clear before use!] |
| 83 | +struct ImGui_ImplVulkan_InitInfo |
| 84 | +{ |
| 85 | + VkInstance Instance; |
| 86 | + VkPhysicalDevice PhysicalDevice; |
| 87 | + VkDevice Device; |
| 88 | + uint32_t QueueFamily; |
| 89 | + VkQueue Queue; |
| 90 | + VkDescriptorPool DescriptorPool; // See requirements in note above |
| 91 | + VkRenderPass RenderPass; // Ignored if using dynamic rendering |
| 92 | + uint32_t MinImageCount; // >= 2 |
| 93 | + uint32_t ImageCount; // >= MinImageCount |
| 94 | + VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT |
| 95 | + |
| 96 | + // (Optional) |
| 97 | + VkPipelineCache PipelineCache; |
| 98 | + uint32_t Subpass; |
| 99 | + |
| 100 | + // (Optional) Dynamic Rendering |
| 101 | + // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. |
| 102 | + bool UseDynamicRendering; |
| 103 | +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING |
| 104 | + VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; |
| 105 | +#else |
| 106 | + unusedVkPipelineRenderingCreateInfo PipelineRenderingCreateInfo; |
| 107 | +#endif |
| 108 | + |
| 109 | + // (Optional) Allocation, Debugging |
| 110 | + const VkAllocationCallbacks* Allocator; |
| 111 | + void (*CheckVkResultFn)(VkResult err); |
| 112 | + VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. |
| 113 | +}; |
| 114 | + |
| 115 | +// Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| 116 | +// FIX(zig-gamedev) |
| 117 | +extern "C" { |
| 118 | + IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); |
| 119 | + IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); |
| 120 | + IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); |
| 121 | + IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); |
| 122 | + IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(); |
| 123 | + IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture(); |
| 124 | + IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) |
| 125 | + |
| 126 | + // Optional: load Vulkan functions with a custom function loader |
| 127 | + // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES |
| 128 | + IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); |
| 129 | +} |
| 130 | + |
| 131 | +// Register a texture (VkDescriptorSet == ImTextureID) |
| 132 | +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem |
| 133 | +// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. |
| 134 | +IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); |
| 135 | +IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); |
| 136 | + |
| 137 | +//------------------------------------------------------------------------- |
| 138 | +// Internal / Miscellaneous Vulkan Helpers |
| 139 | +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) |
| 140 | +//------------------------------------------------------------------------- |
| 141 | +// You probably do NOT need to use or care about those functions. |
| 142 | +// Those functions only exist because: |
| 143 | +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. |
| 144 | +// 2) the multi-viewport / platform window implementation needs them internally. |
| 145 | +// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, |
| 146 | +// but it is too much code to duplicate everywhere so we exceptionally expose them. |
| 147 | +// |
| 148 | +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). |
| 149 | +// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. |
| 150 | +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) |
| 151 | +//------------------------------------------------------------------------- |
| 152 | + |
| 153 | +struct ImGui_ImplVulkanH_Frame; |
| 154 | +struct ImGui_ImplVulkanH_Window; |
| 155 | + |
| 156 | +// Helpers |
| 157 | +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); |
| 158 | +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator); |
| 159 | +IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); |
| 160 | +IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); |
| 161 | +IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); |
| 162 | + |
| 163 | +// Helper structure to hold the data needed by one rendering frame |
| 164 | +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) |
| 165 | +// [Please zero-clear before use!] |
| 166 | +struct ImGui_ImplVulkanH_Frame |
| 167 | +{ |
| 168 | + VkCommandPool CommandPool; |
| 169 | + VkCommandBuffer CommandBuffer; |
| 170 | + VkFence Fence; |
| 171 | + VkImage Backbuffer; |
| 172 | + VkImageView BackbufferView; |
| 173 | + VkFramebuffer Framebuffer; |
| 174 | +}; |
| 175 | + |
| 176 | +struct ImGui_ImplVulkanH_FrameSemaphores |
| 177 | +{ |
| 178 | + VkSemaphore ImageAcquiredSemaphore; |
| 179 | + VkSemaphore RenderCompleteSemaphore; |
| 180 | +}; |
| 181 | + |
| 182 | +// Helper structure to hold the data needed by one rendering context into one OS window |
| 183 | +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) |
| 184 | +struct ImGui_ImplVulkanH_Window |
| 185 | +{ |
| 186 | + int Width; |
| 187 | + int Height; |
| 188 | + VkSwapchainKHR Swapchain; |
| 189 | + VkSurfaceKHR Surface; |
| 190 | + VkSurfaceFormatKHR SurfaceFormat; |
| 191 | + VkPresentModeKHR PresentMode; |
| 192 | + VkRenderPass RenderPass; |
| 193 | + bool UseDynamicRendering; |
| 194 | + bool ClearEnable; |
| 195 | + VkClearValue ClearValue; |
| 196 | + uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) |
| 197 | + uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) |
| 198 | + uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR |
| 199 | + uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) |
| 200 | + ImGui_ImplVulkanH_Frame* Frames; |
| 201 | + ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; |
| 202 | + |
| 203 | + ImGui_ImplVulkanH_Window() |
| 204 | + { |
| 205 | + memset((void*)this, 0, sizeof(*this)); |
| 206 | + PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. |
| 207 | + ClearEnable = true; |
| 208 | + } |
| 209 | +}; |
| 210 | + |
| 211 | +#endif // #ifndef IMGUI_DISABLE |
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