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Backends: Vulkan: Make descriptor pool optional
Instead of specifying DescriptorPool when initializing Vulkan backend, it is now possible to instead specify the descriptor pool size. An internal descriptor pool will be created and destroyed alongside other instances. The size needs to accommodate the textures that will be added, as such it will be application dependent.
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@ -221,6 +221,7 @@ struct ImGui_ImplVulkan_Data
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VkPipeline Pipeline;
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VkShaderModule ShaderModuleVert;
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VkShaderModule ShaderModuleFrag;
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VkDescriptorPool DescriptorPool;
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// Font data
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VkSampler FontSampler;
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@ -1010,6 +1011,20 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
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check_vk_result(err);
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}
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if (v->DescriptorPoolSize)
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{
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VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize };
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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 = v->DescriptorPoolSize;
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pool_info.poolSizeCount = 1;
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pool_info.pPoolSizes = &pool_size;
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err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool);
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check_vk_result(err);
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}
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if (!bd->PipelineLayout)
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{
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// Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
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@ -1048,6 +1063,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
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if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
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if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
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if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
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if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; }
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}
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bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
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@ -1110,7 +1126,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
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IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
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IM_ASSERT(info->Device != VK_NULL_HANDLE);
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IM_ASSERT(info->Queue != VK_NULL_HANDLE);
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IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE);
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IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE || info->DescriptorPoolSize > 0);
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IM_ASSERT(info->MinImageCount >= 2);
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IM_ASSERT(info->ImageCount >= info->MinImageCount);
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if (info->UseDynamicRendering == false)
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@ -1165,13 +1181,14 @@ VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image
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{
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ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
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ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
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VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool;
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// Create Descriptor Set:
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VkDescriptorSet descriptor_set;
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{
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VkDescriptorSetAllocateInfo alloc_info = {};
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alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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alloc_info.descriptorPool = v->DescriptorPool;
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alloc_info.descriptorPool = pool;
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alloc_info.descriptorSetCount = 1;
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alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
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VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
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@ -1199,7 +1216,9 @@ void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
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{
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ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
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ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
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vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set);
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VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool;
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vkFreeDescriptorSets(v->Device, pool, 1, &descriptor_set);
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}
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void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
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@ -73,7 +73,7 @@ struct ImGui_ImplVulkan_InitInfo
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VkDevice Device;
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uint32_t QueueFamily;
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VkQueue Queue;
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VkDescriptorPool DescriptorPool; // See requirements in note above
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VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize
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VkRenderPass RenderPass; // Ignored if using dynamic rendering
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uint32_t MinImageCount; // >= 2
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uint32_t ImageCount; // >= MinImageCount
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@ -90,6 +90,9 @@ struct ImGui_ImplVulkan_InitInfo
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VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
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#endif
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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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// (Optional) Allocation, Debugging
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const VkAllocationCallbacks* Allocator;
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void (*CheckVkResultFn)(VkResult err);
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