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- It adds an optional feature to support dynamic linkage of Vulkan instead of using default linkage. - It is now possible to have several potentially working implementation and whenever the Vulkan library was available it can work.
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@ -48,10 +48,75 @@
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// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources.
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// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
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#include "imgui.h"
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#include "imgui_impl_vulkan.h"
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#include <stdio.h>
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#ifdef IMGUI_IMPL_VULKAN_NO_PROTOTYPES
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#define IMGUI_VULKAN_FUNCTIONS_DEF(func) static PFN_##func func;
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#define IMGUI_VULKAN_FUNCTIONS_MAP(IMGUI_VULKAN_FUNCTIONS_MAP_MACRO) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkAllocateCommandBuffers) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkAllocateDescriptorSets) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkAllocateMemory) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkBindBufferMemory) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkBindImageMemory) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCmdBindDescriptorSets) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCmdBindIndexBuffer) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCmdBindPipeline) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCmdBindVertexBuffers) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCmdCopyBufferToImage) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCmdDrawIndexed) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCmdPipelineBarrier) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCmdPushConstants) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCmdSetScissor) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCmdSetViewport) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateBuffer) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateCommandPool) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateDescriptorSetLayout) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateFence) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateFramebuffer) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateGraphicsPipelines) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateImage) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateImageView) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreatePipelineLayout) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateRenderPass) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateSampler) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateSemaphore) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateShaderModule) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkCreateSwapchainKHR) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroyBuffer) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroyCommandPool) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroyDescriptorSetLayout) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroyFence) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroyFramebuffer) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroyImage) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroyImageView) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroyPipeline) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroyPipelineLayout) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroyRenderPass) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroySampler) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroySemaphore) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroyShaderModule) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroySurfaceKHR) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDestroySwapchainKHR) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkDeviceWaitIdle) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkFlushMappedMemoryRanges) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkFreeCommandBuffers) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkFreeMemory) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkGetBufferMemoryRequirements) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkGetImageMemoryRequirements) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkGetSwapchainImagesKHR) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkMapMemory) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkUnmapMemory) \
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IMGUI_VULKAN_FUNCTIONS_MAP_MACRO(vkUpdateDescriptorSets)
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IMGUI_VULKAN_FUNCTIONS_MAP(IMGUI_VULKAN_FUNCTIONS_DEF)
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#undef IMGUI_VULKAN_FUNCTIONS_DEF
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#endif
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// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
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// [Please zero-clear before use!]
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struct ImGui_ImplVulkanH_FrameRenderBuffers
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@ -888,6 +953,18 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
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bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
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{
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#ifdef IMGUI_IMPL_VULKAN_NO_PROTOTYPES
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IM_ASSERT(info->GetVulkanProcAddressFn != NULL);
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#define IMGUI_VULKAN_FUNCTIONS_LOAD(func) \
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func = reinterpret_cast<decltype(func)>(info->GetVulkanProcAddressFn(info->user_data, #func)); \
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if(NULL == func) { \
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return false; \
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}
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IMGUI_VULKAN_FUNCTIONS_MAP(IMGUI_VULKAN_FUNCTIONS_LOAD)
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#undef IMGUI_VULKAN_FUNCTIONS_LOAD
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#endif
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_vulkan";
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@ -22,25 +22,44 @@
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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// In order to be able to use a customized Vulkan loader instead of the default one, you can uncomment the
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// underlying definition in here (not in your code) or define it as a compilation flag in your build system.
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// After enabling this, the user has to provide 'GetVulkanProcAddressFn' (and 'user_data' if it was needed) in
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// the 'ImGui_ImplVulkan_InitInfo' so the implementation can resolve function addresses with that.
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// If you have no idea what it is, leave it alone!
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//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
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#ifdef IMGUI_IMPL_VULKAN_NO_PROTOTYPES
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#define VK_NO_PROTOTYPES 1
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#endif
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#include <vulkan/vulkan.h>
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// Initialization data, for ImGui_ImplVulkan_Init()
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// [Please zero-clear before use!]
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struct ImGui_ImplVulkan_InitInfo
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{
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VkInstance Instance;
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VkPhysicalDevice PhysicalDevice;
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VkDevice Device;
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uint32_t QueueFamily;
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VkQueue Queue;
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VkPipelineCache PipelineCache;
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VkDescriptorPool DescriptorPool;
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uint32_t Subpass;
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uint32_t MinImageCount; // >= 2
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uint32_t ImageCount; // >= MinImageCount
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VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
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const VkAllocationCallbacks* Allocator;
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void (*CheckVkResultFn)(VkResult err);
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VkInstance Instance;
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VkPhysicalDevice PhysicalDevice;
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VkDevice Device;
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uint32_t QueueFamily;
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VkQueue Queue;
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VkPipelineCache PipelineCache;
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VkDescriptorPool DescriptorPool;
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uint32_t Subpass;
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uint32_t MinImageCount; // >= 2
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uint32_t ImageCount; // >= MinImageCount
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VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
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const VkAllocationCallbacks* Allocator;
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void (*CheckVkResultFn)(VkResult err);
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#ifdef IMGUI_IMPL_VULKAN_NO_PROTOTYPES
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// This function pointer is needed when the default Vulkan loader is disabled(not applicable).
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// For more information look at comments before '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES'
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PFN_vkVoidFunction (*GetVulkanProcAddressFn)(void *user_data, const char* pName);
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// This pointer is going to be fed to the 'GetVulkanProcAddressFn', you can use it for
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// accessing contex/object that is maybe needed for the function call.
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void *user_data;
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#endif
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};
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// Called by user code
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