| 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 | // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. |
| 6 | // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). |
| 7 | // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). |
| 8 | // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. |
| 9 | // [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). |
| 10 | |
| 11 | // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. |
| 12 | // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ |
| 13 | |
| 14 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 15 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| 16 | // Learn about Dear ImGui: |
| 17 | // - FAQ https://dearimgui.com/faq |
| 18 | // - Getting Started https://dearimgui.com/getting-started |
| 19 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 20 | // - Introduction, links and more at the top of imgui.cpp |
| 21 | |
| 22 | // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. |
| 23 | // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. |
| 24 | // You will use those if you want to use this rendering backend in your engine/app. |
| 25 | // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by |
| 26 | // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. |
| 27 | // Read comments in imgui_impl_vulkan.h. |
| 28 | |
| 29 | #pragma once |
| 30 | #ifndef IMGUI_DISABLE |
| 31 | #include "imgui.h" // IMGUI_IMPL_API |
| 32 | |
| 33 | // [Configuration] in order to use a custom Vulkan function loader: |
| 34 | // (1) You'll need to disable default Vulkan function prototypes. |
| 35 | // We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. |
| 36 | // In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: |
| 37 | // - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file |
| 38 | // - Or as a compilation flag in your build system |
| 39 | // - Or uncomment here (not recommended because you'd be modifying imgui sources!) |
| 40 | // - Do not simply add it in a .cpp file! |
| 41 | // (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. |
| 42 | // If you have no idea what this is, leave it alone! |
| 43 | //#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES |
| 44 | |
| 45 | // Convenience support for Volk |
| 46 | // (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) |
| 47 | //#define IMGUI_IMPL_VULKAN_USE_VOLK |
| 48 | |
| 49 | #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) |
| 50 | #define VK_NO_PROTOTYPES |
| 51 | #endif |
| 52 | #if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX) |
| 53 | #define NOMINMAX |
| 54 | #endif |
| 55 | |
| 56 | // Vulkan includes |
| 57 | #ifdef IMGUI_IMPL_VULKAN_USE_VOLK |
| 58 | #include <volk.h> |
| 59 | #else |
| 60 | #include <vulkan/vulkan.h> |
| 61 | #endif |
| 62 | #if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) |
| 63 | #define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING |
| 64 | #endif |
| 65 | |
| 66 | // Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture(). |
| 67 | #define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas |
| 68 | |
| 69 | // Initialization data, for ImGui_ImplVulkan_Init() |
| 70 | // [Please zero-clear before use!] |
| 71 | // - About descriptor pool: |
| 72 | // - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, |
| 73 | // and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors. |
| 74 | // - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you. |
| 75 | // - About dynamic rendering: |
| 76 | // - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. |
| 77 | struct ImGui_ImplVulkan_InitInfo |
| 78 | { |
| 79 | uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE) |
| 80 | VkInstance Instance; |
| 81 | VkPhysicalDevice PhysicalDevice; |
| 82 | VkDevice Device; |
| 83 | uint32_t QueueFamily; |
| 84 | VkQueue Queue; |
| 85 | VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0 |
| 86 | VkRenderPass RenderPass; // Ignored if using dynamic rendering |
| 87 | uint32_t MinImageCount; // >= 2 |
| 88 | uint32_t ImageCount; // >= MinImageCount |
| 89 | VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT |
| 90 | |
| 91 | // (Optional) |
| 92 | VkPipelineCache PipelineCache; |
| 93 | uint32_t Subpass; |
| 94 | |
| 95 | // (Optional) Set to create internal descriptor pool instead of using DescriptorPool |
| 96 | uint32_t DescriptorPoolSize; |
| 97 | |
| 98 | // (Optional) Dynamic Rendering |
| 99 | // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. |
| 100 | bool UseDynamicRendering; |
| 101 | #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING |
| 102 | VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; |
| 103 | #endif |
| 104 | |
| 105 | // (Optional) Allocation, Debugging |
| 106 | const VkAllocationCallbacks* Allocator; |
| 107 | void (*CheckVkResultFn)(VkResult err); |
| 108 | VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. |
| 109 | }; |
| 110 | |
| 111 | // Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| 112 | IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); |
| 113 | IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); |
| 114 | IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); |
| 115 | IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); |
| 116 | IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) |
| 117 | |
| 118 | // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. |
| 119 | IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex); |
| 120 | |
| 121 | // Register a texture (VkDescriptorSet == ImTextureID) |
| 122 | // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem |
| 123 | // Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. |
| 124 | IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); |
| 125 | IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); |
| 126 | |
| 127 | // Optional: load Vulkan functions with a custom function loader |
| 128 | // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES |
| 129 | IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); |
| 130 | |
| 131 | // [BETA] Selected render state data shared with callbacks. |
| 132 | // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call. |
| 133 | // (Please open an issue if you feel you need access to more data) |
| 134 | struct ImGui_ImplVulkan_RenderState |
| 135 | { |
| 136 | VkCommandBuffer CommandBuffer; |
| 137 | VkPipeline Pipeline; |
| 138 | VkPipelineLayout PipelineLayout; |
| 139 | }; |
| 140 | |
| 141 | //------------------------------------------------------------------------- |
| 142 | // Internal / Miscellaneous Vulkan Helpers |
| 143 | //------------------------------------------------------------------------- |
| 144 | // Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app. |
| 145 | // |
| 146 | // You probably do NOT need to use or care about those functions. |
| 147 | // Those functions only exist because: |
| 148 | // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. |
| 149 | // 2) the multi-viewport / platform window implementation needs them internally. |
| 150 | // Generally we avoid exposing any kind of superfluous high-level helpers in the backends, |
| 151 | // but it is too much code to duplicate everywhere so we exceptionally expose them. |
| 152 | // |
| 153 | // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, |
| 154 | // render pass, frame buffers, etc.). You may read this code if you are curious, but |
| 155 | // it is recommended you use you own custom tailored code to do equivalent work. |
| 156 | // |
| 157 | // We don't provide a strong guarantee that we won't change those functions API. |
| 158 | // |
| 159 | // The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used |
| 160 | // by the regular ImGui_ImplVulkan_XXX functions). |
| 161 | //------------------------------------------------------------------------- |
| 162 | |
| 163 | struct ImGui_ImplVulkanH_Frame; |
| 164 | struct ImGui_ImplVulkanH_Window; |
| 165 | |
| 166 | // Helpers |
| 167 | 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); |
| 168 | IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator); |
| 169 | IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); |
| 170 | IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); |
| 171 | IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance); |
| 172 | IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device); |
| 173 | IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); |
| 174 | |
| 175 | // Helper structure to hold the data needed by one rendering frame |
| 176 | // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) |
| 177 | // [Please zero-clear before use!] |
| 178 | struct ImGui_ImplVulkanH_Frame |
| 179 | { |
| 180 | VkCommandPool CommandPool; |
| 181 | VkCommandBuffer CommandBuffer; |
| 182 | VkFence Fence; |
| 183 | VkImage Backbuffer; |
| 184 | VkImageView BackbufferView; |
| 185 | VkFramebuffer Framebuffer; |
| 186 | }; |
| 187 | |
| 188 | struct ImGui_ImplVulkanH_FrameSemaphores |
| 189 | { |
| 190 | VkSemaphore ImageAcquiredSemaphore; |
| 191 | VkSemaphore RenderCompleteSemaphore; |
| 192 | }; |
| 193 | |
| 194 | // Helper structure to hold the data needed by one rendering context into one OS window |
| 195 | // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) |
| 196 | struct ImGui_ImplVulkanH_Window |
| 197 | { |
| 198 | int Width; |
| 199 | int Height; |
| 200 | VkSwapchainKHR Swapchain; |
| 201 | VkSurfaceKHR Surface; |
| 202 | VkSurfaceFormatKHR SurfaceFormat; |
| 203 | VkPresentModeKHR PresentMode; |
| 204 | VkRenderPass RenderPass; |
| 205 | bool UseDynamicRendering; |
| 206 | bool ClearEnable; |
| 207 | VkClearValue ClearValue; |
| 208 | uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) |
| 209 | uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) |
| 210 | uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR |
| 211 | uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) |
| 212 | ImVector<ImGui_ImplVulkanH_Frame> Frames; |
| 213 | ImVector<ImGui_ImplVulkanH_FrameSemaphores> FrameSemaphores; |
| 214 | |
| 215 | ImGui_ImplVulkanH_Window() |
| 216 | { |
| 217 | memset(s: (void*)this, c: 0, n: sizeof(*this)); |
| 218 | PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. |
| 219 | ClearEnable = true; |
| 220 | } |
| 221 | }; |
| 222 | |
| 223 | #endif // #ifndef IMGUI_DISABLE |
| 224 | |