tomato/backends/imgui_impl_vulkan.h
Green Sky 86042dc522 Squashed 'external/imgui/imgui/' changes from 5c1d2d1e4c..f5befd2d29
f5befd2d29 Version 1.91.9b
cfed7a3a54 Tables: fixed assert/issues loading settings. (#8496, #7934)
93b446a962 Backtrack of version tagging 1.92.0 > 1.91.9b for publishing a hotfix (#8496)
a7dc184772 Moved ImDrawIdx definition lower in imgui.h. Moved ImTextureID slightly below in its own section.
bfaef8ca17 Version 1.92.0 WIP
2737dbb1e1 Docs: Fixed typo. Very oops. (#8495)
4d4f1fd364 Docs: retroactively document ConfigData->Sources renaming. (#8495)
d6493aab02 Fix typo in comment (#8494)
97428e8ac9 Version 1.91.9
ea2a12112d Misc: Various zealous warning fixes for newer version of Clang.
b758b8223f InputText: Pasting a multi-line buffer into a single-line edit replaces carriage return by spaces. (#8459)
79bba34c5f Revert "Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468)"
d9dad2f4a1 Scrollbar: stabilize visibility of ScrollbarX when detecting a feedback loop. (#8488, #3285, #4539)
6e30c42101 Tables: fixed an issue with TableSetupColumn() overriding ini data. (#7934)
de4f77b0ac Backends: DX12: comment about using SrvDescriptorAllocFn/SrvDescriptorFreeFn.
09654f4e8c Revert "Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10."
557c77e455 Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468)
6da230636b Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10.
51e4cba909 Backends: Fixed zealous warnings.
39585aa90d Amend Changelog to talk about OEM keys. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
a9e53829d2 Backends: Win32, SDL2, SDL3, GLFW: prioritize scancodes instead of translated keycodes when dealing with OEM keys + Added ImGuiKey_Oem102. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
88d4827b64 Update FAQ.md for SDL3 (#8480)
3c3d943fb1 Docs: Fix some typos (#8473)
806731e37a Set IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS on 3DS sdk (#8477, #8476)
1ec99f4fd3 Internals: added ImStrlen/ImMemchr #define to facilitate experimenting with variations. (#8421)
377a387a42 Add proper ImGuiTextBuffer::resize() support other than 0.
9f49292b35 Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00".
119dfbc627 Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631)
fcec08f7ae Demo: (Refactor) Moved ExampleTreeNode contents below ShowDemoWindow() so main entry point is more visible to casual reader.
324172fb1f Demo: (Refactor) Moved DemoWindowWidgets() below the functions it calls, reducing amount of forward declarations.
a7657f2ed4 Examples: SDL3: Added comments to clarify setup for users of the unfortunate SDL_MAIN_USE_CALLBACKS feature. (#8455)
df31774327 Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640)
71b160cdbb Demo: (Refactor) Moved code into DemoWindowWidgetsDisableBlocks() section.
7a919e80c9 Demo: (Refactor) Moved code into DemoWindowWidgetsQueryingStatuses() section.
0758594bd2 Demo: (Refactor) Moved code into DemoWindowWidgetsDragAndDrop() section.
9b486e47fe Demo: (Refactor) Moved code into DemoWindowWidgetsDragsAndSliders(), DemoWindowWidgetsMultiComponents(), DemoWindowWidgetsVerticalSliders() sections.
caf3faa054 Demo: (Refactor) Moved code into DemoWindowWidgetsColorAndPickers() section.
510a9a77d6 Demo: (Refactor) Moved code into DemoWindowWidgetsDataTypes() section.
4d0c776a80 Demo: (Refactor) Moved code into DemoWindowWidgetsPlotting(), DemoWindowWidgetsProgressBars(), DemoWindowWidgetsTabs() sections.
4450d61ac2 Demo: (Refactor) Moved code into DemoWindowWidgetsSelectables(), DemoWindowWidgetsTextFilter(), DemoWindowWidgetsTextInputs() sections.
22baec494b Demo: (Refactor) Moved code into DemoWindowWidgetsComboBoxes(), DemoWindowWidgetsImages(), DemoWindowWidgetsListBoxes() sections.
94877a137d Demo: (Refactor) Moved code into DemoWindowWidgetsBullets(), DemoWindowWidgetsCollapsingHeaders(), DemoWindowWidgetsCollapsingText() sections.
de3f68a233 Demo: (Refactor) Moved code into DemoWindowWidgetsTooltips(), DemoWindowWidgetsTreeNodes() sections.
b2c55c9db5 Demo: (Refactor) Moved code into DemoWindowWidgetsBasic() section.
eefd2da0f6 Demo: (Refactor) Added new empty sections.. Renamed existing helper functions.
ce13f6b73e Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. (#8452)
4819eae867 Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex() could incorrectly offset the final cursor.
c5ade6591e TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. (#8451, #7660)
9c2876b9f8 ShowFontAtlas() uses ImageWithBg(). (#8131, #8238)
1aab00da85 Misc shallow tweaks/tidying up. (#8446)
482a1f50b6 Internals: rename ImGuiDataVarInfo to ImGuiStyleVarInfo. Move ImGuiStyleMod, ImGuiColorMod to own section.
494ea57b65 Image: removed 'tint_col', 'border_col' parameters from Image(). Added ImageWithBg(). Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238)
cdafefd4be Backends: WebGPU: Add nextInChain field for VertexAttributes under Dawn (#8438)
8bd3e20c86 Backends: WebGPU: include imgui.h before backend check (#8437)
aa83d5d455 Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged. (#6410, #3650)
aaacb01b8d Backends: WebGPU: Recreate image bind groups during render. (#8426, #8046, #7765, #8027)
9996a2d51b Backends: WebGPU: update code for latest webgpu-native changes. Fix for Emscripten. (#8426)
6aa0810de5 Backends: WebGPU: update code for latest webgpu-native changes. Amend. (#8426)
4f4fb1d220 Backends: WebGPU: update code for latest webgpu-native changes. (#8426)
242d856ede Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434)
a86fcbd947 Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434)
4c0604ec2e Font: shallow refactor, rename ConfigData[] fields to Sources[], ConfigDataCount to SourcesCount.
6e29450f76 Internals: added IsItemActiveAsInputText() helper.
030746faff Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker. (#7961, #7669)
dac40d0487 Backends: SDL2, SDL3: don't call SDL_GetGlobalMouseState() when mouse position is in relative mode. (#8425, #8407)
ef969a53f5 Tabs: fixed Unsaved Marker not being visible when Close Button is. (#8430, #8387)
5dce79e941 Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init() signature started breaking in 1.91.8 due to missing command queue. (#8429)
74afea04d6 Fix typos in docs (#8427)
edc66d79c7 Nav: extract code into a NavUpdateWindowingApplyFocus() so it may be reused elsewhere.
434b7710f3 Internals: packing ImGuiDataVarInfo + misc renaming + value of ImGuiDataType_Pointer doesn't need to be Count+1
1e18a6cf60 Examples: GLFW+Vulkan: make GLFW_DIR overridable in cmake bit. (#8419)
a6bcbb173b Examples: Android: Update kotlin version (#8409)
6dc376f676 ImFontAtlas: added software/drawlist version of ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress + moved GetMouseCursorTexData() to internals.
85c488ee12 Hot-fix for broken MouseDrawCursor support for ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress/ImGuiMouseCursor_NotAllowed.
05742f9b6f Tables: share code between TableSetupColumn() and TableLoadSettings(). (#7934)
8b7b3ce03e Tables: fixed an issue where Columns Width state wouldn't be correctly restored when hot-reloading .ini state. (#7934)
eec097fe35 Added ImGuiMouseCursor_Progress mouse cursor 8a35386+ support in SDL2,SDL3,Win32,Allegro5 backends.
8a35386ba7 Added ImGuiMouseCursor_Wait mouse cursor (busy/wait/hourglass shape) + support in SDL2,SDL3,Win32,Allegro5 backends.
8f0411ff03 Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)
c4a32a129d Tabs: fixed middle-button to close not checking hovering, only close button visibility. (#8399, #8387)
78ec1272e9 ImDrawList: added InitialFringeScale in ImDrawListSharedData. Default to 1.0f.
2860d7ba05 Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and specifying a selectable size. (#8338)
474305c476 ImFont: simpler constructor.
ec4cd2cb8c Backends: Vulkan: Fixed crash with using no prototypes + *BREAKING* Added ApiVersion to ImGui_ImplVulkan_LoadFunctions(). (#8326, #8365, #8400)
98c2f6b0c4 Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651)
e1ae7db4cc Backends: Vulkan: Fixed building with older headers not supporting VK_HEADER_VERSION_COMPLETE. (#8326, #8365)
12963f5231 Examples: Vulkan: make ApiVersion a little more visible in examples. (#8326, #8365)
890ead6a71 Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" without -KHR on API 1.3. (#8326, #8365)
f94a5f0e8c Docs: Update doc about plutosvg (#8395)
b78cc37891 Backends: SDL2: Fixed build for versions older than 2.0.14. (#7660)
a931fb7f51 Fixed static analyzer warning.
7cd31c3557 Tables: tamed some .ini settings optimizations to more accurately allow overwriting/hot-reloading settings. (#7934)
7221f5e739 Styles, Tabs: Fixed ef7ffaf. (#8387)
ef7ffaff74 Styles, Tabs: (Breaking) Renamed TabMinWidthForCloseButton to TabCloseButtonMinWidthUnselected. Added TabCloseButtonMinWidthSelected. (#8387)
3d900edba7 Examples: Win32+DirectX12: Fixed ExampleDescriptorHeapAllocator overflow free index.
6916f935eb InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389)
3b2f2602b4 Windows: Fixed an issue where BeginChild() inside a collapsed Begin() wouldn't inherit the SkipItems flag.
4dc9df6aae Tables: fixed an issue where Columns Visible/Hidden state wouldn't be correctly overridden when hot-reloading .ini state. (#7934)
88cda0cab6 Fixed minor warning. Added comment.
a431e1277e Backends: SDL2, SDL3:  Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. (#7660)
a18622c369 TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to handle UTF-8 regardless of system regional settings. (#7660)
2206e31e54 Demo: Combos: demonstrate a very simple way to add a filter to a combo. (#718)
e8ad60cc4f Fix typo (#8382)
50dbb086f2 Tables: sneakily honor ImGuiNextWindowDataFlags_HasChildFlags/ImGuiNextWindowDataFlags_HasWindowFlags as a way to facilitate various hacks/workarounds.
e368015d79 Tables: a clipped scrolling table correctly clears SetNextWindowXXX flags. (#8196)
e5668b8c73 Internals: rename ImGuiNextWindowData::Flags to HasFlags for consistency and to reduce mistakes.
4982602f6f Windows, Style: Added style.WindowBorderHoverPadding setting to configure inner/outer padding applied to hit-testing of windows borders.
914fbcf2e5 Fonts: removed unnecessary const qualifier from ImFont::FindGlyph()
4f1d3809c3 Fixed tabs and spaces (#8377)
0625b37760 Scrollbar: Rework logic that fades-out scrollbar when it becomes too small.
cfed18afc7 Add ImFontConfig::GlyphExtraAdvanceX as a replacement for GlyphExtraSpacing.x (#242)
2d20e13746 Backends: GLFW: Added comment about io.AddMouseSourceEvent() not being properly called. (#8374)
1a31e31ae9 (Breaking) Fonts: removed ImFontConfig::GlyphExtraSpacing option which seems largely obsolete and unused. (#242)
de962e83d0 ImFont: remove SetGlyphVisible()
da0ba9e2fe Backends: WebGPU: add type alias for dawn WGPUProgrammableStageDescriptor -> WGPUComputeState. (#8369)
5dd84082ab InputTextWithHint(): Fixed buffer overflow when user callback modifies the buffer contents in a way that alters hint visibility. (#8368)
204cebc8fc Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom]
6265339995 Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(), RadioButton(), Selectable(). (#8370)
f820bf7cd4 Version 1.91.9 WIP
e4db4e423d Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. - OOPS
e2a99b5760 Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant.
dbb5eeaadf Version 1.91.8
e6c5296f30 Examples: SDL3: Fix for Emscripten platform (#8363)
ae6cfd32a0 Tables, Menus: Fixed tables or child windows submitted inside BeginMainMenuBar() being unable to save their settings. (#8356)
fa178f4235 Error Handling: Recovery from missing EndMenuBar() call. (#1651)
c0308da665 Fixed zealous GCC warning. (#8355)
dabc990189 Rename internal id for standardizing naming convention. "##menubar" -> "##MenuBar", "###NavWindowingList" -> "###NavWindowingOverlay"
a71191515a EndMainMenuBar doesn't attempt to restore focus when there's an active id. (#8355)
dfd1bc3c5b Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355)
4230e98720 Error Handling, Debug Log: IMGUI_DEBUG_LOG_ERROR() doesn't need the extra variable.
ea0da0bf47 Extracted PushPasswordFont() out of InputText code.
9c4948a4d1 TabBar: Internals: added TabItemSpacing(). (#8349, #3291)
a05d547ae8 Windows: separating WindowItemStatusFlags from ChildItemStatusFlag, because IsItemXXX _after_ BeginChild()>Begin() shouldn't return last status emitted by e.g. EndChild()
134fbe1245 Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350)
5a28f188ff Fixed parameter names to SetLastItemData() to align with current names.
96e3b147f0 Fixed build with IMGUI_ENABLE_FREETYPE (#8346)
afb6e9a879 Fonts: OversampleH auto-selection uses 36 as heuristic for now.
8a1613a382 Fonts: OversampleH/OversampleV value defaults to 0 for automatic selection.
4211fdc70b ImFont: compact comments in header section.
9eafb7bbfb ImFont: IndexLookup[] table hold 16-bit values even in ImWchar32 mode.
53244aaac7 Amend 9bc5b04 with a shadowed variable warning fix.
ed7551c1d4 Selectable: Fixed horizontal label alignment when combined with using ImGuiSelectableFlags_SpanAllColumns. (#8338)
bbf957875b Amend 9bc5b04 to avoid using GImGui mid-function.
9bc5b0406d Windows, Style: Fixed small rendering issues with menu bar, resize grip and scrollbar when using thick border sizes. (#8267, #7887)
10199341b1 ImFontAtlas: made calling ClearFonts() call ClearInputData(). (#8174, #6556, #6336, #4723)
71da34c48c Debug Tools: Tweaked font preview + indent "Glyphs" block.
6906ac979e ColorEdit, ColorPicker: (Breaking) redesigned how alpha is displayed in the preview square. (#8335, #1578, #346)
fdca6c08ad Inputs: added IsMouseReleasedWithDelay() helper. (#8337, #8320)
d17e9fc107 Backends: SDL_GPU: shallow tweaks + disable anisotropy in sampler. Examples: SDL+Vulkan: Fixed incorrect defines.
3e6bdc2242 Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_MAILBOX swapchain parameters.
bf13442c7c Moved ImGuiColorEditFlags_AlphaPreview/ImGuiColorEditFlags_AlphaPreviewHalf flags. Demo: reorganized some of color edit/picker demo section.
2af26b75d1 ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid]
7ae7c90790 Tabs, Style: reworked selected overline rendering to better accommodate for rounded tabs. (#8334)
e8779a67b1 Font: direct AddText()/RenderText() calls don't need to call strlen() if below clipping region.
4c2e7bb035 Backends: SDL2,SDL3: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()/ImGui_ImplSDL3_SetGamepadMode() with ImGui_ImplSDL2_GamepadMode_Manual/ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329)
8b0af7fddc Backends: SDL: update comments regarding API stability, regarding SDL_GPU and SDL_Renderer.
aa1b4ea861 Backends: OSX: Remove notification observer when shutting down. (#8331)
aa23f3801b Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match SDL_Color. (#8327)
80c9cd1f6e Font: reduce unnecessary padding in ImFontConfig struct too.
d7454de80a Font: minor tweak to struct alignment.
dd89a3741b Backends: Vulkan: sharing duplicate code. (#5446, #8326)
487d7f9a29 Font: Internals: make used page maps smaller. Since it's extremely rarely used and for iterations only. ~34->16 bytes with ImWchar32.
f2262eb81a Windows: latch FontRefSize at time of Begin(), consistent with e.g. TitleBarHeight, and to avoid calling CalcFontSize() on non-current window.
b7c27c5333 Windows: legacy SetWindowFontScale() is properly inherited by nested child windows. (#2701, #8138, #1018)
4c64ba16c5 imgui_freetype: fixed issue where glyph advances would incorrectly be snapped to pixels.
007735737a Ignore vscode artifacts (#8324)
b4a5d1dc53 Backends: SDLGPU3: Rename GpuDevice->Device. Expose ImGui_ImplSDLGPU3_CreateDeviceObjects(), ImGui_ImplSDLGPU3_DestroyDeviceObjects(). Misc renaming. (#8163, #7998, #7988)
0f33d7185f Examples: Vulkan: vkAcquireNextImageKHR() and vkQueuePresentKHR() returning VK_SUBOPTIMAL_KHR keeps moving forward. (#7825, #7831)
8ebf22d3c1 Backends: Vulkan: use ImVector<> for simplicity.
6684984c49 Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency.
0e21bde77b Misc shallow merge to reduce diff in other branches.
8a9de84cd0 FontAtlas: reduced baked IM_DRAWLIST_TEX_LINES_WIDTH_MAX from 63 to 32. (#3245)
100075f2be Backends: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
c59a2267d0 Version 1.91.8 WIP

git-subtree-dir: external/imgui/imgui
git-subtree-split: f5befd2d29e66809cd1110a152e375a7f1981f06
2025-04-09 19:27:33 +02:00

223 lines
13 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. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// 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.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
// Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
// It is expected that as early as Q1 2025 the backend will use a few more descriptors. Use this value + number of desired calls to ImGui_ImplVulkan_AddTexture().
#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (1) // Minimum per atlas
// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
// - About descriptor pool:
// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
// - About dynamic rendering:
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
struct ImGui_ImplVulkan_InitInfo
{
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)
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
uint32_t QueueFamily;
VkQueue Queue;
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
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) Set to create internal descriptor pool instead of using DescriptorPool
uint32_t DescriptorPoolSize;
// (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.
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplVulkan_RenderState
{
VkCommandBuffer CommandBuffer;
VkPipeline Pipeline;
VkPipelineLayout PipelineLayout;
};
//-------------------------------------------------------------------------
// 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 backends,
// 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 if you are curious, but
// it is recommended you use you own custom tailored code to do equivalent work.
//
// We don't provide a strong guarantee that we won't change those functions API.
//
// The ImGui_ImplVulkanH_XXX functions should 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 VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
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)
ImVector<ImGui_ImplVulkanH_Frame> Frames;
ImVector<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