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authorrtk0c <[email protected]>2022-06-27 18:27:13 -0700
committerrtk0c <[email protected]>2022-06-27 18:27:13 -0700
commit8f0dda5eab181b0f14f2652b4e984aaaae3f258c (patch)
tree4b825dc642cb6eb9a060e54bf8d69288fbee4904 /3rdparty/imgui/backend/imgui_impl_vulkan.h
parentfad6a88a13ab1f888ab25ad0aae19c1d63aa0623 (diff)
Start from a clean slate
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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.
-// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
-
-// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
-// See imgui_impl_vulkan.cpp file for details.
-
-// 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 (0 -> default to 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)
-
-// Register a texture (VkDescriptorSet == ImTextureID)
-// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
-IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
-
-// 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;
- }
-};
-