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 | // Vulkan includes |
47 | #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) |
48 | #define VK_NO_PROTOTYPES |
49 | #endif |
50 | #if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX) |
51 | #define NOMINMAX |
52 | #include <vulkan/vulkan.h> |
53 | #else |
54 | #include <vulkan/vulkan.h> |
55 | #endif |
56 | #if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) |
57 | #define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING |
58 | #endif |
59 | |
60 | // Initialization data, for ImGui_ImplVulkan_Init() |
61 | // - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, |
62 | // and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor. |
63 | // - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. |
64 | // [Please zero-clear before use!] |
65 | struct ImGui_ImplVulkan_InitInfo |
66 | { |
67 | VkInstance Instance; |
68 | VkPhysicalDevice PhysicalDevice; |
69 | VkDevice Device; |
70 | uint32_t QueueFamily; |
71 | VkQueue Queue; |
72 | VkDescriptorPool DescriptorPool; // See requirements in note above |
73 | VkRenderPass RenderPass; // Ignored if using dynamic rendering |
74 | uint32_t MinImageCount; // >= 2 |
75 | uint32_t ImageCount; // >= MinImageCount |
76 | VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT |
77 | |
78 | // (Optional) |
79 | VkPipelineCache PipelineCache; |
80 | uint32_t Subpass; |
81 | |
82 | // (Optional) Dynamic Rendering |
83 | // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. |
84 | bool UseDynamicRendering; |
85 | #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING |
86 | VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; |
87 | #endif |
88 | |
89 | // (Optional) Allocation, Debugging |
90 | const VkAllocationCallbacks* Allocator; |
91 | void (*CheckVkResultFn)(VkResult err); |
92 | VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. |
93 | }; |
94 | |
95 | // Called by user code |
96 | IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); |
97 | IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); |
98 | IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); |
99 | IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); |
100 | IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(); |
101 | IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture(); |
102 | IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) |
103 | |
104 | // Register a texture (VkDescriptorSet == ImTextureID) |
105 | // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem |
106 | // Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. |
107 | IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); |
108 | IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); |
109 | |
110 | // Optional: load Vulkan functions with a custom function loader |
111 | // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES |
112 | IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); |
113 | |
114 | //------------------------------------------------------------------------- |
115 | // Internal / Miscellaneous Vulkan Helpers |
116 | // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) |
117 | //------------------------------------------------------------------------- |
118 | // You probably do NOT need to use or care about those functions. |
119 | // Those functions only exist because: |
120 | // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. |
121 | // 2) the multi-viewport / platform window implementation needs them internally. |
122 | // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, |
123 | // but it is too much code to duplicate everywhere so we exceptionally expose them. |
124 | // |
125 | // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). |
126 | // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. |
127 | // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) |
128 | //------------------------------------------------------------------------- |
129 | |
130 | struct ImGui_ImplVulkanH_Frame; |
131 | struct ImGui_ImplVulkanH_Window; |
132 | |
133 | // Helpers |
134 | 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); |
135 | IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); |
136 | IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); |
137 | IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); |
138 | IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); |
139 | |
140 | // Helper structure to hold the data needed by one rendering frame |
141 | // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) |
142 | // [Please zero-clear before use!] |
143 | struct ImGui_ImplVulkanH_Frame |
144 | { |
145 | VkCommandPool CommandPool; |
146 | VkCommandBuffer CommandBuffer; |
147 | VkFence Fence; |
148 | VkImage Backbuffer; |
149 | VkImageView BackbufferView; |
150 | VkFramebuffer Framebuffer; |
151 | }; |
152 | |
153 | struct ImGui_ImplVulkanH_FrameSemaphores |
154 | { |
155 | VkSemaphore ImageAcquiredSemaphore; |
156 | VkSemaphore RenderCompleteSemaphore; |
157 | }; |
158 | |
159 | // Helper structure to hold the data needed by one rendering context into one OS window |
160 | // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) |
161 | struct ImGui_ImplVulkanH_Window |
162 | { |
163 | int Width; |
164 | int Height; |
165 | VkSwapchainKHR Swapchain; |
166 | VkSurfaceKHR Surface; |
167 | VkSurfaceFormatKHR SurfaceFormat; |
168 | VkPresentModeKHR PresentMode; |
169 | VkRenderPass RenderPass; |
170 | VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo |
171 | bool UseDynamicRendering; |
172 | bool ClearEnable; |
173 | VkClearValue ClearValue; |
174 | uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) |
175 | uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) |
176 | uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR |
177 | uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) |
178 | ImGui_ImplVulkanH_Frame* Frames; |
179 | ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; |
180 | |
181 | ImGui_ImplVulkanH_Window() |
182 | { |
183 | memset(s: (void*)this, c: 0, n: sizeof(*this)); |
184 | PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. |
185 | ClearEnable = true; |
186 | } |
187 | }; |
188 | |
189 | #endif // #ifndef IMGUI_DISABLE |
190 | |