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: Support for large meshes (64k+ vertices) with 16-bit indices. 6 // Missing features: 7 // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914 8 9 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 10 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. 11 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 12 // Read online: https://github.com/ocornut/imgui/tree/master/docs 13 14 // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. 15 // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ 16 17 // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. 18 // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. 19 // You will use those if you want to use this rendering backend in your engine/app. 20 // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by 21 // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. 22 // Read comments in imgui_impl_vulkan.h. 23 24 #pragma once 25 #include "imgui.h" // IMGUI_IMPL_API 26 27 // [Configuration] in order to use a custom Vulkan function loader: 28 // (1) You'll need to disable default Vulkan function prototypes. 29 // We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. 30 // In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: 31 // - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file 32 // - Or as a compilation flag in your build system 33 // - Or uncomment here (not recommended because you'd be modifying imgui sources!) 34 // - Do not simply add it in a .cpp file! 35 // (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. 36 // If you have no idea what this is, leave it alone! 37 //#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES 38 39 // Vulkan includes 40 #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) 41 #define VK_NO_PROTOTYPES 42 #endif 43 #include <vulkan/vulkan.h> 44 45 // Initialization data, for ImGui_ImplVulkan_Init() 46 // [Please zero-clear before use!] 47 struct ImGui_ImplVulkan_InitInfo 48 { 49 VkInstance Instance; 50 VkPhysicalDevice PhysicalDevice; 51 VkDevice Device; 52 uint32_t QueueFamily; 53 VkQueue Queue; 54 VkPipelineCache PipelineCache; 55 VkDescriptorPool DescriptorPool; 56 uint32_t Subpass; 57 uint32_t MinImageCount; // >= 2 58 uint32_t ImageCount; // >= MinImageCount 59 VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT 60 const VkAllocationCallbacks* Allocator; 61 void (*CheckVkResultFn)(VkResult err); 62 }; 63 64 // Called by user code 65 IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); 66 IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); 67 IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); 68 IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); 69 IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); 70 IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); 71 IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) 72 73 // Optional: load Vulkan functions with a custom function loader 74 // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES 75 IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL); 76 77 //------------------------------------------------------------------------- 78 // Internal / Miscellaneous Vulkan Helpers 79 // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) 80 //------------------------------------------------------------------------- 81 // You probably do NOT need to use or care about those functions. 82 // Those functions only exist because: 83 // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. 84 // 2) the upcoming multi-viewport feature will need them internally. 85 // Generally we avoid exposing any kind of superfluous high-level helpers in the backends, 86 // but it is too much code to duplicate everywhere so we exceptionally expose them. 87 // 88 // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). 89 // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. 90 // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) 91 //------------------------------------------------------------------------- 92 93 struct ImGui_ImplVulkanH_Frame; 94 struct ImGui_ImplVulkanH_Window; 95 96 // Helpers 97 IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(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); 98 IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); 99 IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); 100 IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); 101 IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); 102 103 // Helper structure to hold the data needed by one rendering frame 104 // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) 105 // [Please zero-clear before use!] 106 struct ImGui_ImplVulkanH_Frame 107 { 108 VkCommandPool CommandPool; 109 VkCommandBuffer CommandBuffer; 110 VkFence Fence; 111 VkImage Backbuffer; 112 VkImageView BackbufferView; 113 VkFramebuffer Framebuffer; 114 }; 115 116 struct ImGui_ImplVulkanH_FrameSemaphores 117 { 118 VkSemaphore ImageAcquiredSemaphore; 119 VkSemaphore RenderCompleteSemaphore; 120 }; 121 122 // Helper structure to hold the data needed by one rendering context into one OS window 123 // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) 124 struct ImGui_ImplVulkanH_Window 125 { 126 int Width; 127 int Height; 128 VkSwapchainKHR Swapchain; 129 VkSurfaceKHR Surface; 130 VkSurfaceFormatKHR SurfaceFormat; 131 VkPresentModeKHR PresentMode; 132 VkRenderPass RenderPass; 133 VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo 134 bool ClearEnable; 135 VkClearValue ClearValue; 136 uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) 137 uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) 138 uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) 139 ImGui_ImplVulkanH_Frame* Frames; 140 ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; 141 ImGui_ImplVulkanH_WindowImGui_ImplVulkanH_Window142 ImGui_ImplVulkanH_Window() 143 { 144 memset(this, 0, sizeof(*this)); 145 PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; 146 ClearEnable = true; 147 } 148 }; 149 150