Green Sky
0e1b1703f6
6ccc561a2ab Version 1.90.6 0d483a1c89f Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562) 92df32d3390 Backends: OpenGL3: minor update of generated loader to match latest downloaded glcorearb.h/khrplatform.h files. 1ab1af80c74 Backends: Win32: Facepalm revert part of d15574c + additional commentary (#6275) d15574ce2a5 Backends: Win32: Removed silent return when calling ImGui_ImplWin32_WndProcHandler() with no active context! (#6275) d4495446d53 Windows, Internal: added experimental SkipRefresh mode. (#3515, #4763, #7556, #5116 , #4076, #2749, #2268) 0b309471f2e Windows: Changed default ClipRect to extend to windows' left and right borders. (#3312, #7540, #3756, #6170, #6365) 0c9c12c1bb9 InnerClipRect use ImFloor() matching docking branch (fix c41868531 for #6861, #2884, followed by rename 94da5842) 6ebbecc6a08 Realign assignments. fc4d818e170 Tables: Angled headers: added TableAngledHeadersTextAlign, ImGuiStyleVar_TableAngledHeadersTextAlign. (#6917) 4bb75671414 Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917) b30df8890de Table: Angled Headers: internal refactor to facilitate changing angled header bg and text colors per column. (#6917) 558c57a086c Fixed static analyzer warning "Pointer to local array 'overlay_buf' is stored outside the scope". Technically not used outside that scope, but best to play nice. 50b2ff0bf03 ImGuiIO: moved IMGUI_DISABLE_OBSOLETE_KEYIO block lower in the structure so other fields layout are not affected by it (#7534) 6ef4f67fa94 ImDrawList: moved cold fields lower in the structure so hot fields are closer to each others + better packed ImGuiNavItemData a60387a3c25 Backends: GLFW: Add define guards for glfw native defines. (#7536) 913151caa89 Demo: move progress bars to their own section. c895e987adf ProgressBar: added indeterminate mode by passing an animated negative value. (#5316, #5370, #1901) b8a44b198c9 TreeNode: added ImGuiTreeNodeFlags_SpanTextWidth. (#6937) baaaaea9e91 Demo: tweak TreeNode demo. da18fcb7aed Internals: ensure ButtonBehavior() is called with non 0 id. b720c0f541c Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define. (#6582, #4854) 07e8ff9a8d4 Backends: Win32: Fixed a warning + moved header cruft below Changelog. fa0120ea5ea Windows: Fixed subsequent Begin() append calls from setting last item information for title-bar. (#7506, #823) 361432a0bb2 TreeNode: fixed layout so that TreeNode("") or TreeNode("##HiddenLabel") may properly be used with SameLine(0,0). (#7505, #282) eba46cb0d22 Drag and Drop: assert when nesting BeginDragDropSource() and BeginDragDropTarget() (#7504) + update Gallery links 9ec299ebe31 Backends: OpenGL: Detect ES3 contexts on desktop based on version string, (#7447) 7b8107e7c84 Examples: GLFW+WebGPU: Rename example_emscripten_wgpu/ to example_glfw_wgpu/ (#7435, #7132) 648278cd62f Examples: GLFW+WebGPU: Amends. (#7435, #7132) 80a5fdb1089 Examples: GLFW+WebGPU: Fixed condition for when to recreate swapchain. (#7435, #7132) f9df6bf6622 Examples: GLFW+WebGPU: added support for WebGPU-native/Dawn (#7435, #7132) git-subtree-dir: external/imgui/imgui git-subtree-split: 6ccc561a2ab497ad4ae6ee1dbd3b992ffada35cb
196 lines
11 KiB
C
196 lines
11 KiB
C
// dear imgui: Renderer Backend for Vulkan
|
|
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
|
|
|
// Implemented features:
|
|
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
|
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
|
|
|
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
|
|
// See imgui_impl_vulkan.cpp file for details.
|
|
|
|
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
|
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
|
|
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
|
// Learn about Dear ImGui:
|
|
// - FAQ https://dearimgui.com/faq
|
|
// - Getting Started https://dearimgui.com/getting-started
|
|
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
|
// - Introduction, links and more at the top of imgui.cpp
|
|
|
|
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
|
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
|
// You will use those if you want to use this rendering backend in your engine/app.
|
|
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
|
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
|
// Read comments in imgui_impl_vulkan.h.
|
|
|
|
#pragma once
|
|
#ifndef IMGUI_DISABLE
|
|
#include "imgui.h" // IMGUI_IMPL_API
|
|
|
|
// [Configuration] in order to use a custom Vulkan function loader:
|
|
// (1) You'll need to disable default Vulkan function prototypes.
|
|
// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
|
|
// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
|
|
// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
|
|
// - Or as a compilation flag in your build system
|
|
// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
|
|
// - Do not simply add it in a .cpp file!
|
|
// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
|
|
// If you have no idea what this is, leave it alone!
|
|
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
|
|
|
|
// Convenience support for Volk
|
|
// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
|
|
//#define IMGUI_IMPL_VULKAN_USE_VOLK
|
|
|
|
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
|
#define VK_NO_PROTOTYPES
|
|
#endif
|
|
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
|
|
#define NOMINMAX
|
|
#endif
|
|
|
|
// Vulkan includes
|
|
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
|
#include <Volk/volk.h>
|
|
#else
|
|
#include <vulkan/vulkan.h>
|
|
#endif
|
|
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
|
|
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
|
#endif
|
|
|
|
// Initialization data, for ImGui_ImplVulkan_Init()
|
|
// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
|
|
// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor.
|
|
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
|
|
// [Please zero-clear before use!]
|
|
struct ImGui_ImplVulkan_InitInfo
|
|
{
|
|
VkInstance Instance;
|
|
VkPhysicalDevice PhysicalDevice;
|
|
VkDevice Device;
|
|
uint32_t QueueFamily;
|
|
VkQueue Queue;
|
|
VkDescriptorPool DescriptorPool; // See requirements in note above
|
|
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
|
uint32_t MinImageCount; // >= 2
|
|
uint32_t ImageCount; // >= MinImageCount
|
|
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
|
|
|
// (Optional)
|
|
VkPipelineCache PipelineCache;
|
|
uint32_t Subpass;
|
|
|
|
// (Optional) Dynamic Rendering
|
|
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
|
|
bool UseDynamicRendering;
|
|
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
|
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
|
|
#endif
|
|
|
|
// (Optional) Allocation, Debugging
|
|
const VkAllocationCallbacks* Allocator;
|
|
void (*CheckVkResultFn)(VkResult err);
|
|
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
|
|
};
|
|
|
|
// Called by user code
|
|
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
|
|
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
|
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
|
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
|
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture();
|
|
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture();
|
|
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
|
|
|
// Register a texture (VkDescriptorSet == ImTextureID)
|
|
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
|
|
// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
|
|
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
|
|
IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
|
|
|
|
// Optional: load Vulkan functions with a custom function loader
|
|
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
|
|
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Internal / Miscellaneous Vulkan Helpers
|
|
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
|
|
//-------------------------------------------------------------------------
|
|
// You probably do NOT need to use or care about those functions.
|
|
// Those functions only exist because:
|
|
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
|
// 2) the multi-viewport / platform window implementation needs them internally.
|
|
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
|
|
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
|
//
|
|
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
|
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
|
|
// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
|
//-------------------------------------------------------------------------
|
|
|
|
struct ImGui_ImplVulkanH_Frame;
|
|
struct ImGui_ImplVulkanH_Window;
|
|
|
|
// Helpers
|
|
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);
|
|
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
|
|
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
|
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
|
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
|
|
|
// Helper structure to hold the data needed by one rendering frame
|
|
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
|
// [Please zero-clear before use!]
|
|
struct ImGui_ImplVulkanH_Frame
|
|
{
|
|
VkCommandPool CommandPool;
|
|
VkCommandBuffer CommandBuffer;
|
|
VkFence Fence;
|
|
VkImage Backbuffer;
|
|
VkImageView BackbufferView;
|
|
VkFramebuffer Framebuffer;
|
|
};
|
|
|
|
struct ImGui_ImplVulkanH_FrameSemaphores
|
|
{
|
|
VkSemaphore ImageAcquiredSemaphore;
|
|
VkSemaphore RenderCompleteSemaphore;
|
|
};
|
|
|
|
// Helper structure to hold the data needed by one rendering context into one OS window
|
|
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
|
struct ImGui_ImplVulkanH_Window
|
|
{
|
|
int Width;
|
|
int Height;
|
|
VkSwapchainKHR Swapchain;
|
|
VkSurfaceKHR Surface;
|
|
VkSurfaceFormatKHR SurfaceFormat;
|
|
VkPresentModeKHR PresentMode;
|
|
VkRenderPass RenderPass;
|
|
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
|
bool UseDynamicRendering;
|
|
bool ClearEnable;
|
|
VkClearValue ClearValue;
|
|
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
|
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
|
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
|
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
|
ImGui_ImplVulkanH_Frame* Frames;
|
|
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
|
|
|
|
ImGui_ImplVulkanH_Window()
|
|
{
|
|
memset((void*)this, 0, sizeof(*this));
|
|
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
|
|
ClearEnable = true;
|
|
}
|
|
};
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|