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

553 lines
24 KiB
C++

// Dear ImGui: standalone example application for SDL3 + Vulkan
// 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.
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include "imgui_impl_vulkan.h"
#include <stdio.h> // printf, fprintf
#include <stdlib.h> // abort
#include <SDL3/SDL.h>
#include <SDL3/SDL_vulkan.h>
// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
// Volk headers
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#define VOLK_IMPLEMENTATION
#include <volk.h>
#endif
//#define APP_USE_UNLIMITED_FRAME_RATE
#ifdef _DEBUG
#define APP_USE_VULKAN_DEBUG_REPORT
#endif
// Data
static VkAllocationCallbacks* g_Allocator = nullptr;
static VkInstance g_Instance = VK_NULL_HANDLE;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
static VkDevice g_Device = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = (uint32_t)-1;
static VkQueue g_Queue = VK_NULL_HANDLE;
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static ImGui_ImplVulkanH_Window g_MainWindowData;
static uint32_t g_MinImageCount = 2;
static bool g_SwapChainRebuild = false;
static void check_vk_result(VkResult err)
{
if (err == VK_SUCCESS)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
abort();
}
#ifdef APP_USE_VULKAN_DEBUG_REPORT
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
{
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
return VK_FALSE;
}
#endif // APP_USE_VULKAN_DEBUG_REPORT
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
{
for (const VkExtensionProperties& p : properties)
if (strcmp(p.extensionName, extension) == 0)
return true;
return false;
}
static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkResult err;
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkInitialize();
#endif
// Create Vulkan Instance
{
VkInstanceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
// Enumerate available extensions
uint32_t properties_count;
ImVector<VkExtensionProperties> properties;
vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
properties.resize(properties_count);
err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
check_vk_result(err);
// Enable required extensions
if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
{
instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
}
#endif
// Enabling validation layers
#ifdef APP_USE_VULKAN_DEBUG_REPORT
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers;
instance_extensions.push_back("VK_EXT_debug_report");
#endif
// Create Vulkan Instance
create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
create_info.ppEnabledExtensionNames = instance_extensions.Data;
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkLoadInstance(g_Instance);
#endif
// Setup the debug report callback
#ifdef APP_USE_VULKAN_DEBUG_REPORT
auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debug_report_ci.pfnCallback = debug_report;
debug_report_ci.pUserData = nullptr;
err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
check_vk_result(err);
#endif
}
// Select Physical Device (GPU)
g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
// Select graphics queue family
g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
// Create Logical Device (with 1 queue)
{
ImVector<const char*> device_extensions;
device_extensions.push_back("VK_KHR_swapchain");
// Enumerate physical device extension
uint32_t properties_count;
ImVector<VkExtensionProperties> properties;
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
properties.resize(properties_count);
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
#endif
const float queue_priority[] = { 1.0f };
VkDeviceQueueCreateInfo queue_info[1] = {};
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queue_info[0].queueFamilyIndex = g_QueueFamily;
queue_info[0].queueCount = 1;
queue_info[0].pQueuePriorities = queue_priority;
VkDeviceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
create_info.pQueueCreateInfos = queue_info;
create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
create_info.ppEnabledExtensionNames = device_extensions.Data;
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
check_vk_result(err);
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
}
// Create Descriptor Pool
// If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = 0;
for (VkDescriptorPoolSize& pool_size : pool_sizes)
pool_info.maxSets += pool_size.descriptorCount;
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
check_vk_result(err);
}
}
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{
wd->Surface = surface;
// Check for WSI support
VkBool32 res;
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
if (res != VK_TRUE)
{
fprintf(stderr, "Error no WSI support on physical device 0\n");
exit(-1);
}
// Select Surface Format
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode
#ifdef APP_USE_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
#endif
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
// Create SwapChain, RenderPass, Framebuffer, etc.
IM_ASSERT(g_MinImageCount >= 2);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
}
static void CleanupVulkan()
{
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
#ifdef APP_USE_VULKAN_DEBUG_REPORT
// Remove the debug report callback
auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
#endif // APP_USE_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator);
vkDestroyInstance(g_Instance, g_Allocator);
}
static void CleanupVulkanWindow()
{
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
}
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
g_SwapChainRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
if (err != VK_SUBOPTIMAL_KHR)
check_vk_result(err);
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
{
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
check_vk_result(err);
err = vkResetFences(g_Device, 1, &fd->Fence);
check_vk_result(err);
}
{
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
check_vk_result(err);
}
{
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = wd->RenderPass;
info.framebuffer = fd->Framebuffer;
info.renderArea.extent.width = wd->Width;
info.renderArea.extent.height = wd->Height;
info.clearValueCount = 1;
info.pClearValues = &wd->ClearValue;
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
}
// Record dear imgui primitives into command buffer
ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
// Submit command buffer
vkCmdEndRenderPass(fd->CommandBuffer);
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &image_acquired_semaphore;
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &fd->CommandBuffer;
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &render_complete_semaphore;
err = vkEndCommandBuffer(fd->CommandBuffer);
check_vk_result(err);
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
check_vk_result(err);
}
}
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
{
if (g_SwapChainRebuild)
return;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &render_complete_semaphore;
info.swapchainCount = 1;
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
g_SwapChainRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
if (err != VK_SUBOPTIMAL_KHR)
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
// Main code
int main(int, char**)
{
// Setup SDL
// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
}
// Create window with Vulkan graphics context
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY | SDL_WINDOW_HIDDEN);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Vulkan example", 1280, 720, window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1;
}
ImVector<const char*> extensions;
{
uint32_t sdl_extensions_count = 0;
const char* const* sdl_extensions = SDL_Vulkan_GetInstanceExtensions(&sdl_extensions_count);
for (uint32_t n = 0; n < sdl_extensions_count; n++)
extensions.push_back(sdl_extensions[n]);
}
SetupVulkan(extensions);
// Create Window Surface
VkSurfaceKHR surface;
VkResult err;
if (SDL_Vulkan_CreateSurface(window, g_Instance, g_Allocator, &surface) == 0)
{
printf("Failed to create Vulkan surface.\n");
return 1;
}
// Create Framebuffers
int w, h;
SDL_GetWindowSize(window, &w, &h);
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
SetupVulkanWindow(wd, surface, w, h);
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_ShowWindow(window);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForVulkan(window);
ImGui_ImplVulkan_InitInfo init_info = {};
//init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;
init_info.QueueFamily = g_QueueFamily;
init_info.Queue = g_Queue;
init_info.PipelineCache = g_PipelineCache;
init_info.DescriptorPool = g_DescriptorPool;
init_info.RenderPass = wd->RenderPass;
init_info.Subpass = 0;
init_info.MinImageCount = g_MinImageCount;
init_info.ImageCount = wd->ImageCount;
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
init_info.Allocator = g_Allocator;
init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
while (!done)
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL3_ProcessEvent(&event);
if (event.type == SDL_EVENT_QUIT)
done = true;
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Resize swap chain?
int fb_width, fb_height;
SDL_GetWindowSize(window, &fb_width, &fb_height);
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
{
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
// Start the Dear ImGui frame
ImGui_ImplVulkan_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
{
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
FrameRender(wd, draw_data);
FramePresent(wd);
}
}
// Cleanup
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
CleanupVulkanWindow();
CleanupVulkan();
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}