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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: 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