forked from Green-Sky/tomato
Green Sky
a148d9accf
277ae93c413 Version 1.90.4 f5be90523d6 Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag. 13d91ff9188 Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag. 34965cf23a7 Modals: Temporary changes of ImGuiCol_ModalWindowDimBg are properly handled by BeginPopupModal(). (#7340) 659fb41d0a2 Debug Tools: moved DebugStartItemPicker() to public API. Added to Demo->Tools menu. (#2673) 198c38f0b11 Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(), PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions. 3b6d924acd0 ProgressBar: Fixed a minor tesselation issue when rendering rounded progress bars. d3f1a7165cb Popups: allow Child Popups to be resizable if not explicitly disabling. e78ce72eb6d Popups: Fixed resizable popup minimum size being too small. Standardized CalcWindowMinSize() logic a bit more. (#73290 014e0ac8c92 Menus, Popups: Fixed an issue where hovering a parent-menu upward would erroneously close the window. (#7325, #7287, #7063) c16043c1d58 Tables: Angled headers: improve clipping of text since multi-line labels makes clipping issues visible. (#6917) 405e54ebd50 Tables: Angled Headers: fixed support for multi-line labels. various padding/layout fixes. (#6917) 6655ab2e43f Tables: Angled Headers: fixed TableAngledHeadersRow() incorrect background fill drawn too low. Fixed row geometry with non-small values of CellPadding. (#6917) 9159cd7b4ac Updated invalid documentation link (#7331) ccc5347e451 Fix typos (#7332) 8a14b71f228 Version 1.90.4 WIP b19a4c5f2b3 Backends: OSX: remove legacy clearing of io.NavInputs in ImGui_ImplOSX_UpdateGamepads(). (#7320) 5b6f03213dd Version 1.90.3 f80e65a4068 Backends:,Examples: Vulkan: moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. (#7308) 829f45df994 Backends: SDL2: removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which was obsoleted in 1.84.. 3cc37170ca7 Examples: GLFW+Metal: Add -I and -L paths for MacPorts. 891b81fc5d7 Backends: SDL3: Fixed gamepad. Added support for disconnection. Added support for multiple gamepads. Added ImGui_ImplSDL3_SetGamepadMode(). (#7180, #3884, #6559, #6890) 262e30e3001 Backends: SDL2: rework new API as ImGui_ImplSDL2_SetGamepadMode(). (#3884, #6559, #6890, #7180) 9dfa2397deb Internals: Fixed ImFileOpen not working before context is created. (#7314, #7315) d15e4100b83 Backends: SDL2: Amend new API, all support for multiple gamepads. (#3884, #6559, #6890) f966da1f8fb Backends: SDL2: Gamepad handlng: amend bf1c96d. (#3884, #6559, #6890) bf1c96d4fa2 Backends: SDL2: Handle gamepad disconnection + fixed increasing refcount. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit(). (#3884, #6559, #6890) fd8d6dc5d19 Backends: SDL2,SDL3: tidying up. e0ba0d0433a Backends: Vulkan: Fixes for building with pre Vulkan 1.3. Amend 8901931. (#7166) 11d73f03ee5 Backends: Vulkan: Fix/amend 8901931 89019319ddb Backends: Vulkan: use PipelineRenderingCreateInfo for dynamic rendering (#7166, #6855, #5446, #5037) 1d6f0cea0e6 Backends: DX9: use RGBA texture to avoid conversion if supported 3af739a2d17 Menus, Popups: fixed menus and popups with child window flag erroneously not displaying a scrollbar when contents is over parent viewport size. (#7287, #7063) 2af01baffd1 Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore a wrong viewport if none was initially set. 915c6393ad7 Version 1.90.3 WIP 536090303a8 Version 1.90.2 7b5357d817e Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover. 70aa717a8e1 Combo: Fixed not reusing windows optimally when used inside a popup stack. 5cdc4a2a413 Demo: use ImGui::MemAlloc/MemFree for consistency. (#7300) 76e09c4b0fa ClosePopupsOverWindow(): amend to remove _ChildWindow test. 3a078466a7a Nav: ImGuiWindowFlags_NoNavInputs is tested during scoring so NavFlattened windows can use it. 7d67623d15b InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) fix accidental comment. a5e0e90c16a Nav: tweak RenderNavHighlight() syntax. ImGuiNavHighlightFlags_TypeThin -> ImGuiNavHighlightFlags_Compact. 1e8fc01ddd7 InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) + rename a06dd7a27b6 OpenPopup(): Added ImGuiPopupFlags_NoReopen. Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow. (#1497, #1533) f104967c68f Comments 06ce312745e InputText: Internal: added reload from user-buf feature. (#2890) f50ddc431e3 Fixed some typos. (#7282) 6172c22c5dc CI: Update to `actions/checkout` `v4` from `v3`. (#7281) 96839b445e3 Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on indiviudal left/right alt key without intefering with the other. 71947563709 Shortcut: fixed single mod-key Shortcut from working e.g. Shortcut(ImGuiKey_LeftCtrl) f1960b60c1a Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266) 8491cf36adb Inputs: g.ActiveIdUsingManyKeys[] prevent routes from being claimed. 9176eedf240 Internals: SetShortcutRouting() move code so next commit is easier to read. Should be no-op. 1509842107d Backends: OpenGL3: Shallow tweak of compile-time extensions detection. 1ce41f6218d Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253) 81e0be856a6 Fixed strict-aliasing violation in FormatTextureIDForDebugDisplay(). (#7090, #7256) a201af73544 Added SetNextItemShortcut() wip function. (#456) 4c2c09450a6 Nav: keyboard/gamepad activation feedback properly timed instead of frame buffer. (#456) 5b5e9bd0cb3 Internals: Tweak shallow compaction as Clang complains about MS ABI signage of enums. 7c3fa7d049a Refactor: moved section in imgui_internal.h 9266c0d2d13 Backends: WebGPU: Avoid leaking pipeline layout. (#7245) 595eb86624d Changelog, comment, minor data compaction 6850194f60a CI: Fixes WGPU example build. 5fc0a361b24 Backends: WebGPU: added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240) 831d42c1ab3 Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. (#7240) e3c7ff944d5 Examples: Emscripten+WebGPU: slightly refactor like other Emscripten compatible Desktop examples, as aiming to make this suppot desktop eventually. 15908502ed6 Backends: Vulkan: Define NOMINMAX when VK_USE_PLATFORM_WIN32_KHR is defined. (#7250) 788747f8635 Examples: Emscripten+WebGPU: Remove use of deprecated ObjectBase<...>::Release in favor of ::MoveToCHandle (#7251) 763100b3858 Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237) c7edb446caa Shortcut(): always test ownership. 1844f903d55 Nav: space/enter poll check ownership. InputText: declare ownership of Enter key as it doesn't go through Shortcut 5ddfbb80d86 Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) 2f483373355 Examples: Vulkan: Rename compile-time defies for the examples to remove misleading IMGUI_ prefixes. d7c2a0e38f4 Shortcut(): fixed 8323a06 adding _Repeat to all Shortcut() calls. 3b828d3701e Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 2) ff5f3aa38b5 Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 1) 1a48a634466 Enclosed a few more remaining sections in ifndef IMGUI_DISABLE_DEBUG_TOOLS for completeness. 33fabdf392d Scrollbar() doesn't forcefully mark itself as hovered when held. d431d85839b Internals: removed obsolete ImPool::GetSize() (last used by implot 0.10, changed in implot 0.11) f0d1f61fa51 Internals: commented out long-time obsoleted FocusableItemRegister()/FocusableItemUnregister() documentaton-only leftovers. + 095665977f6 Nav: marking NavId as hovered in ButtonBehavior() doesn't check for ActiveId. d10641b04a3 Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback. 03417cc77d1 Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn update stopped setting default values. (#7232) 5fdcdf7080a Shortcut: ImGuiInputFlags_RouteFocused policy can filter Shortcuts conflicting with character input when an item is active. (#456) 80d5cb1ab1f Comments around ImGuiInputFlags. 1cc0eb4d322 Internals: Rename NavFocusScopePath to NavFocusRoute + fixed a static analyzer warning. 46e5f44ec8c Shortcut()/SetShortcutRouting(): use mixed current window focus scope + ParentWindowForFocusRoute. (#6798, #2637, #456) e0c8c80adaa Shortcut()/SetShortcutRouting(): focus route testing now use ParentWindowForFocusRoute. Automatically set on child-window, manually configurable otherwise. (#6798, #2637, #456) 4b20a0217eb Internals: add window to FocusScopeStack. (#6798) 2156db7a075 Debug Log: added InputRouting logging. Made GetKeyChordName() use its own buffer. Fixed debug break in SetShortcutRouting(). (#6798, #2637, #456) dd0efdc6371 Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope. (#7226) 8a3dfda8d08 Commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. 6228c2e1ec7 Backends: Vulkan: moved ImGui_ImplVulkanH_DestroyFrameRenderBuffers/ImGui_ImplVulkanH_DestroyWindowRenderBuffers as they are always used in a state where backend data is available. 70bb6d1e790 Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957) 82df7c8bf41 Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238) 29809d72202 Version 1.90.2 WIP db049db8608 Docs: tweak, fixed misplaced changelog entry. (#7084) git-subtree-dir: external/imgui/imgui git-subtree-split: 277ae93c41314ba5f4c7444f37c4319cdf07e8cf
572 lines
24 KiB
C++
572 lines
24 KiB
C++
// Dear ImGui: standalone example application for SDL2 + Vulkan
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// You will use those if you want to use this rendering backend in your engine/app.
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// Read comments in imgui_impl_vulkan.h.
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_vulkan.h"
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#include <stdio.h> // printf, fprintf
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#include <stdlib.h> // abort
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#include <SDL.h>
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#include <SDL_vulkan.h>
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#include <vulkan/vulkan.h>
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//#include <vulkan/vulkan_beta.h>
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//#define APP_USE_UNLIMITED_FRAME_RATE
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#ifdef _DEBUG
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#define APP_USE_VULKAN_DEBUG_REPORT
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#endif
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// Data
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static VkAllocationCallbacks* g_Allocator = nullptr;
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static VkInstance g_Instance = VK_NULL_HANDLE;
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static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
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static VkDevice g_Device = VK_NULL_HANDLE;
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static uint32_t g_QueueFamily = (uint32_t)-1;
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static VkQueue g_Queue = VK_NULL_HANDLE;
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static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
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static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
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static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
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static ImGui_ImplVulkanH_Window g_MainWindowData;
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static uint32_t g_MinImageCount = 2;
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static bool g_SwapChainRebuild = false;
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static void check_vk_result(VkResult err)
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{
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if (err == 0)
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return;
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fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
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if (err < 0)
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abort();
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}
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#ifdef APP_USE_VULKAN_DEBUG_REPORT
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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)
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{
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(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
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fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
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return VK_FALSE;
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}
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#endif // APP_USE_VULKAN_DEBUG_REPORT
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static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
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{
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for (const VkExtensionProperties& p : properties)
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if (strcmp(p.extensionName, extension) == 0)
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return true;
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return false;
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}
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static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
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{
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uint32_t gpu_count;
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VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
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check_vk_result(err);
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IM_ASSERT(gpu_count > 0);
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ImVector<VkPhysicalDevice> gpus;
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gpus.resize(gpu_count);
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
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check_vk_result(err);
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// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
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// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
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// dedicated GPUs) is out of scope of this sample.
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for (VkPhysicalDevice& device : gpus)
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{
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VkPhysicalDeviceProperties properties;
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vkGetPhysicalDeviceProperties(device, &properties);
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if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
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return device;
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}
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// Use first GPU (Integrated) is a Discrete one is not available.
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if (gpu_count > 0)
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return gpus[0];
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return VK_NULL_HANDLE;
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}
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static void SetupVulkan(ImVector<const char*> instance_extensions)
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{
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VkResult err;
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// Create Vulkan Instance
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{
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VkInstanceCreateInfo create_info = {};
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create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
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// Enumerate available extensions
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uint32_t properties_count;
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ImVector<VkExtensionProperties> properties;
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vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
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properties.resize(properties_count);
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err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
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check_vk_result(err);
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// Enable required extensions
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if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
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instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
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if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
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{
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instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
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create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
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}
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#endif
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// Enabling validation layers
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#ifdef APP_USE_VULKAN_DEBUG_REPORT
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const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
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create_info.enabledLayerCount = 1;
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create_info.ppEnabledLayerNames = layers;
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instance_extensions.push_back("VK_EXT_debug_report");
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#endif
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// Create Vulkan Instance
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create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
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create_info.ppEnabledExtensionNames = instance_extensions.Data;
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err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
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check_vk_result(err);
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// Setup the debug report callback
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#ifdef APP_USE_VULKAN_DEBUG_REPORT
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auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
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IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
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VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
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debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
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debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
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debug_report_ci.pfnCallback = debug_report;
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debug_report_ci.pUserData = nullptr;
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err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
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check_vk_result(err);
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#endif
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}
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// Select Physical Device (GPU)
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g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
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// Select graphics queue family
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{
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uint32_t count;
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
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VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
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for (uint32_t i = 0; i < count; i++)
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if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
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{
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g_QueueFamily = i;
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break;
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}
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free(queues);
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IM_ASSERT(g_QueueFamily != (uint32_t)-1);
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}
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// Create Logical Device (with 1 queue)
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{
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ImVector<const char*> device_extensions;
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device_extensions.push_back("VK_KHR_swapchain");
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// Enumerate physical device extension
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uint32_t properties_count;
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ImVector<VkExtensionProperties> properties;
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vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
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properties.resize(properties_count);
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vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
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#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
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if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
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device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
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#endif
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const float queue_priority[] = { 1.0f };
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VkDeviceQueueCreateInfo queue_info[1] = {};
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queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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queue_info[0].queueFamilyIndex = g_QueueFamily;
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queue_info[0].queueCount = 1;
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queue_info[0].pQueuePriorities = queue_priority;
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VkDeviceCreateInfo create_info = {};
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create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
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create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
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create_info.pQueueCreateInfos = queue_info;
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create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
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create_info.ppEnabledExtensionNames = device_extensions.Data;
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err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
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check_vk_result(err);
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vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
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}
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// Create Descriptor Pool
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// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
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// If you wish to load e.g. additional textures you may need to alter pools sizes.
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{
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VkDescriptorPoolSize pool_sizes[] =
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{
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{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
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};
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VkDescriptorPoolCreateInfo pool_info = {};
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pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
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pool_info.maxSets = 1;
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pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
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pool_info.pPoolSizes = pool_sizes;
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err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
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check_vk_result(err);
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}
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}
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// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
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// Your real engine/app may not use them.
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static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
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{
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wd->Surface = surface;
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// Check for WSI support
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VkBool32 res;
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vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
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if (res != VK_TRUE)
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{
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fprintf(stderr, "Error no WSI support on physical device 0\n");
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exit(-1);
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}
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// Select Surface Format
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const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
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const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
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wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
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// Select Present Mode
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#ifdef APP_UNLIMITED_FRAME_RATE
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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 vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
|
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)
|
|
{
|
|
VkResult err;
|
|
|
|
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
|
|
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
|
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;
|
|
return;
|
|
}
|
|
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;
|
|
return;
|
|
}
|
|
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 (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
|
{
|
|
printf("Error: %s\n", SDL_GetError());
|
|
return -1;
|
|
}
|
|
|
|
// From 2.0.18: Enable native IME.
|
|
#ifdef SDL_HINT_IME_SHOW_UI
|
|
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
|
#endif
|
|
|
|
// Create window with Vulkan graphics context
|
|
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
|
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
|
if (window == nullptr)
|
|
{
|
|
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
|
return -1;
|
|
}
|
|
|
|
ImVector<const char*> extensions;
|
|
uint32_t extensions_count = 0;
|
|
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, nullptr);
|
|
extensions.resize(extensions_count);
|
|
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions.Data);
|
|
SetupVulkan(extensions);
|
|
|
|
// Create Window Surface
|
|
VkSurfaceKHR surface;
|
|
VkResult err;
|
|
if (SDL_Vulkan_CreateSurface(window, g_Instance, &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);
|
|
|
|
// 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_ImplSDL2_InitForVulkan(window);
|
|
ImGui_ImplVulkan_InitInfo init_info = {};
|
|
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.
|
|
SDL_Event event;
|
|
while (SDL_PollEvent(&event))
|
|
{
|
|
ImGui_ImplSDL2_ProcessEvent(&event);
|
|
if (event.type == SDL_QUIT)
|
|
done = true;
|
|
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
|
done = true;
|
|
}
|
|
|
|
// Resize swap chain?
|
|
if (g_SwapChainRebuild)
|
|
{
|
|
int width, height;
|
|
SDL_GetWindowSize(window, &width, &height);
|
|
if (width > 0 && height > 0)
|
|
{
|
|
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
|
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
|
g_MainWindowData.FrameIndex = 0;
|
|
g_SwapChainRebuild = false;
|
|
}
|
|
}
|
|
|
|
// Start the Dear ImGui frame
|
|
ImGui_ImplVulkan_NewFrame();
|
|
ImGui_ImplSDL2_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
|
|
err = vkDeviceWaitIdle(g_Device);
|
|
check_vk_result(err);
|
|
ImGui_ImplVulkan_Shutdown();
|
|
ImGui_ImplSDL2_Shutdown();
|
|
ImGui::DestroyContext();
|
|
|
|
CleanupVulkanWindow();
|
|
CleanupVulkan();
|
|
|
|
SDL_DestroyWindow(window);
|
|
SDL_Quit();
|
|
|
|
return 0;
|
|
}
|