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authorchai <chaifix@163.com>2021-12-13 00:07:19 +0800
committerchai <chaifix@163.com>2021-12-13 00:07:19 +0800
commit60cbbdec07ab7a5636eac5b3c024ae44e937f4d4 (patch)
treeb2c7b0a868f18159dbc43d8954e1bd7668549a88 /Client/ThirdParty/imgui/backends/imgui_impl_vulkan.h
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+// dear imgui: Renderer Backend for Vulkan
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// Missing features:
+// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
+
+// 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.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// 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/
+
+// 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
+#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
+
+// Vulkan includes
+#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
+#define VK_NO_PROTOTYPES
+#endif
+#include <vulkan/vulkan.h>
+
+// Initialization data, for ImGui_ImplVulkan_Init()
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkan_InitInfo
+{
+ VkInstance Instance;
+ VkPhysicalDevice PhysicalDevice;
+ VkDevice Device;
+ uint32_t QueueFamily;
+ VkQueue Queue;
+ VkPipelineCache PipelineCache;
+ VkDescriptorPool DescriptorPool;
+ uint32_t Subpass;
+ uint32_t MinImageCount; // >= 2
+ uint32_t ImageCount; // >= MinImageCount
+ VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
+ const VkAllocationCallbacks* Allocator;
+ void (*CheckVkResultFn)(VkResult err);
+};
+
+// Called by user code
+IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
+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(VkCommandBuffer command_buffer);
+IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
+IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
+
+// Optional: load Vulkan functions with a custom function loader
+// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
+IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL);
+
+//-------------------------------------------------------------------------
+// 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 upcoming multi-viewport feature will need 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 to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
+// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
+//-------------------------------------------------------------------------
+
+struct ImGui_ImplVulkanH_Frame;
+struct ImGui_ImplVulkanH_Window;
+
+// Helpers
+IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
+IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
+IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
+IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
+IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
+
+// Helper structure to hold the data needed by one rendering frame
+// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkanH_Frame
+{
+ VkCommandPool CommandPool;
+ VkCommandBuffer CommandBuffer;
+ VkFence Fence;
+ VkImage Backbuffer;
+ VkImageView BackbufferView;
+ VkFramebuffer Framebuffer;
+};
+
+struct ImGui_ImplVulkanH_FrameSemaphores
+{
+ VkSemaphore ImageAcquiredSemaphore;
+ VkSemaphore RenderCompleteSemaphore;
+};
+
+// Helper structure to hold the data needed by one rendering context into one OS window
+// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
+struct ImGui_ImplVulkanH_Window
+{
+ int Width;
+ int Height;
+ VkSwapchainKHR Swapchain;
+ VkSurfaceKHR Surface;
+ VkSurfaceFormatKHR SurfaceFormat;
+ VkPresentModeKHR PresentMode;
+ VkRenderPass RenderPass;
+ VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
+ bool 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 SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
+ ImGui_ImplVulkanH_Frame* Frames;
+ ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
+
+ ImGui_ImplVulkanH_Window()
+ {
+ memset(this, 0, sizeof(*this));
+ PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
+ ClearEnable = true;
+ }
+};
+