update dear imgui from 1.92.2b-docking to 1.92.6-docking
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@@ -42,9 +42,20 @@
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// If you have no idea what this is, leave it alone!
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//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
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// Convenience support for Volk
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// [Configuration] Convenience support for Volk
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// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
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// (When using Volk from directory outside your include directories list you can specify full path to the volk.h header,
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// for example when using Volk from VulkanSDK and using include_directories(${Vulkan_INCLUDE_DIRS})' from 'find_package(Vulkan REQUIRED)')
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//#define IMGUI_IMPL_VULKAN_USE_VOLK
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//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <Volk/volk.h>
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//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <volk.h> // Default
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// Reminder: make those changes in your imconfig.h file, not here!
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// Clang/GCC warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#endif
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#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
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#define VK_NO_PROTOTYPES
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@@ -55,7 +66,11 @@
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// Vulkan includes
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#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
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#ifdef IMGUI_IMPL_VULKAN_VOLK_FILENAME
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#include IMGUI_IMPL_VULKAN_VOLK_FILENAME
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#else
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#include <volk.h>
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#endif
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#else
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#include <vulkan/vulkan.h>
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#endif
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@@ -66,6 +81,23 @@
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// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
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#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas
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// Specify settings to create pipeline and swapchain
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struct ImGui_ImplVulkan_PipelineInfo
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{
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// For Main viewport only
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VkRenderPass RenderPass; // Ignored if using dynamic rendering
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// For Main and Secondary viewports
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uint32_t Subpass; //
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VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
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#endif
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// For Secondary viewports only (created/managed by backend)
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VkImageUsageFlags SwapChainImageUsage; // Extra flags for vkCreateSwapchainKHR() calls for secondary viewports. We automatically add VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT. You can add e.g. VK_IMAGE_USAGE_TRANSFER_SRC_BIT if you need to capture from viewports.
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};
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// Initialization data, for ImGui_ImplVulkan_Init()
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// [Please zero-clear before use!]
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// - About descriptor pool:
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@@ -73,7 +105,7 @@
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// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
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// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
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// - About dynamic rendering:
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// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
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// - When using dynamic rendering, set UseDynamicRendering=true + fill PipelineInfoMain.PipelineRenderingCreateInfo structure.
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struct ImGui_ImplVulkan_InitInfo
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{
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uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE)
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@@ -83,29 +115,33 @@ struct ImGui_ImplVulkan_InitInfo
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uint32_t QueueFamily;
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VkQueue Queue;
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VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
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VkRenderPass RenderPass; // Ignored if using dynamic rendering
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uint32_t DescriptorPoolSize; // Optional: set to create internal descriptor pool automatically instead of using DescriptorPool.
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uint32_t MinImageCount; // >= 2
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uint32_t ImageCount; // >= MinImageCount
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VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
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VkPipelineCache PipelineCache; // Optional
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// (Optional)
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VkPipelineCache PipelineCache;
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uint32_t Subpass;
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// (Optional) Set to create internal descriptor pool instead of using DescriptorPool
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uint32_t DescriptorPoolSize;
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// Pipeline
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ImGui_ImplVulkan_PipelineInfo PipelineInfoMain; // Infos for Main Viewport (created by app/user)
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ImGui_ImplVulkan_PipelineInfo PipelineInfoForViewports; // Infos for Secondary Viewports (created by backend)
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//VkRenderPass RenderPass; // --> Since 2025/09/26: set 'PipelineInfoMain.RenderPass' instead
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//uint32_t Subpass; // --> Since 2025/09/26: set 'PipelineInfoMain.Subpass' instead
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//VkSampleCountFlagBits MSAASamples; // --> Since 2025/09/26: set 'PipelineInfoMain.MSAASamples' instead
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//VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Since 2025/09/26: set 'PipelineInfoMain.PipelineRenderingCreateInfo' instead
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// (Optional) Dynamic Rendering
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// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
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// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo and PipelineInfoViewports.PipelineRenderingCreateInfo.
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bool UseDynamicRendering;
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
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#endif
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// (Optional) Allocation, Debugging
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const VkAllocationCallbacks* Allocator;
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void (*CheckVkResultFn)(VkResult err);
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VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
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// (Optional) Customize default vertex/fragment shaders.
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// - if .sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO we use specified structs, otherwise we use defaults.
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// - Shader inputs/outputs need to match ours. Code/data pointed to by the structure needs to survive for whole during of backend usage.
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VkShaderModuleCreateInfo CustomShaderVertCreateInfo;
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VkShaderModuleCreateInfo CustomShaderFragCreateInfo;
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};
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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@@ -115,7 +151,12 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
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IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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// (Advanced) Use e.g. if you need to recreate pipeline without reinitializing the backend (see #8110, #8111)
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// The main window pipeline will be created by ImGui_ImplVulkan_Init() if possible (== RenderPass xor (UseDynamicRendering && PipelineRenderingCreateInfo->sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR))
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// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
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IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
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// Register a texture (VkDescriptorSet == ImTextureID)
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@@ -144,6 +185,7 @@ struct ImGui_ImplVulkan_RenderState
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// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
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//
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// You probably do NOT need to use or care about those functions.
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// WE DO NOT PROVIDE STRONG GUARANTEES OF BACKWARD/FORWARD COMPATIBILITY.
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// Those functions only exist because:
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// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
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// 2) the multi-viewport / platform window implementation needs them internally.
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@@ -152,25 +194,24 @@ struct ImGui_ImplVulkan_RenderState
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//
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// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
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// render pass, frame buffers, etc.). You may read this code if you are curious, but
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// it is recommended you use you own custom tailored code to do equivalent work.
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//
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// We don't provide a strong guarantee that we won't change those functions API.
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// it is recommended you use your own custom tailored code to do equivalent work.
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//
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// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
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// by the regular ImGui_ImplVulkan_XXX functions).
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// by the regular ImGui_ImplVulkan_XXX functions.
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//-------------------------------------------------------------------------
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struct ImGui_ImplVulkanH_Frame;
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struct ImGui_ImplVulkanH_Window;
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// Helpers
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IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
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IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage);
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IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator);
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IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
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IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
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IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
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IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
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IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
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IMGUI_IMPL_API ImGui_ImplVulkanH_Window* ImGui_ImplVulkanH_GetWindowDataFromViewport(ImGuiViewport* viewport); // Access to Vulkan objects associated with a viewport (e.g to export a screenshot)
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// Helper structure to hold the data needed by one rendering frame
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// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
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@@ -195,29 +236,47 @@ struct ImGui_ImplVulkanH_FrameSemaphores
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// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
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struct ImGui_ImplVulkanH_Window
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{
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int Width;
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int Height;
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VkSwapchainKHR Swapchain;
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VkSurfaceKHR Surface;
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VkSurfaceFormatKHR SurfaceFormat;
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VkPresentModeKHR PresentMode;
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VkRenderPass RenderPass;
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bool UseDynamicRendering;
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bool ClearEnable;
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VkClearValue ClearValue;
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uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
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uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
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uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
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uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
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// Input
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bool UseDynamicRendering;
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VkSurfaceKHR Surface; // Surface created and destroyed by caller.
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VkSurfaceFormatKHR SurfaceFormat;
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VkPresentModeKHR PresentMode;
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VkAttachmentDescription AttachmentDesc; // RenderPass creation: main attachment description.
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VkClearValue ClearValue; // RenderPass creation: clear value when using VK_ATTACHMENT_LOAD_OP_CLEAR.
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// Internal
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int Width; // Generally same as passed to ImGui_ImplVulkanH_CreateOrResizeWindow()
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int Height;
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VkSwapchainKHR Swapchain;
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VkRenderPass RenderPass;
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uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
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uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
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uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
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uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
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ImVector<ImGui_ImplVulkanH_Frame> Frames;
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ImVector<ImGui_ImplVulkanH_FrameSemaphores> FrameSemaphores;
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ImGui_ImplVulkanH_Window()
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{
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memset((void*)this, 0, sizeof(*this));
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PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
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ClearEnable = true;
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// Parameters to create SwapChain
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PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
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// Parameters to create RenderPass
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AttachmentDesc.format = VK_FORMAT_UNDEFINED; // Will automatically use wd->SurfaceFormat.format.
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AttachmentDesc.samples = VK_SAMPLE_COUNT_1_BIT;
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AttachmentDesc.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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AttachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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AttachmentDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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AttachmentDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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AttachmentDesc.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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AttachmentDesc.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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}
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};
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#if defined(__clang__)
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#pragma clang diagnostic pop
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#endif
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#endif // #ifndef IMGUI_DISABLE
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