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Comments/amends by ocornut
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@ -26,6 +26,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867)
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// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2024-10-07: Vulkan: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
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@ -131,6 +132,7 @@ static bool g_FunctionsLoaded = true;
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IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \
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IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \
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IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \
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IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorPool) \
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IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \
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IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \
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IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \
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@ -221,6 +223,7 @@ 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 +1013,20 @@ 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 +1065,7 @@ 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 +1128,10 @@ 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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if (info->DescriptorPool != VK_NULL_HANDLE) // Either DescriptorPool or DescriptorPoolSize must be set, not both!
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IM_ASSERT(info->DescriptorPoolSize == 0);
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else
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IM_ASSERT(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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@ -1159,19 +1180,20 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
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bd->VulkanInitInfo.MinImageCount = min_image_count;
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}
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// Register a texture
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// Register a texture by creating a descriptor
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// 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.
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VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
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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 +1221,8 @@ 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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@ -62,10 +62,15 @@
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#endif
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// Initialization data, for ImGui_ImplVulkan_Init()
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// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
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// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor.
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// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
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// [Please zero-clear before use!]
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// - About descriptor pool:
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// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
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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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// - Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
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// - It is expected that as early as Q1 2025 the backend will use a few more descriptors, so aim at 10 + number of desierd calls to ImGui_ImplVulkan_AddTexture().
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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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struct ImGui_ImplVulkan_InitInfo
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{
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VkInstance Instance;
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@ -73,7 +78,7 @@ 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 > 0
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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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@ -83,6 +88,9 @@ struct ImGui_ImplVulkan_InitInfo
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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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// (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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bool UseDynamicRendering;
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@ -59,6 +59,9 @@ Other changes:
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- Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options.
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- Demo: example tree used by Property Editor & Selection demos properly freed
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on application closure. (#8158) [@Legulysse]
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- Backends: Vulkan: Make user-provided descriptor pool optional. As a convenience,
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when setting init_info->DescriptorPoolSize then the backend will create and manage
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one itself. (#8172, #4867) [@zeux]
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- Examples: Win32+DX12: Using a basic free-list allocator to manage multiple
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SRV descriptors.
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