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Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, amends. (#914)
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@ -6,8 +6,7 @@
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
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// See imgui_impl_dx12.cpp file for details.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -3,8 +3,15 @@
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// Implemented features:
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// Missing features:
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// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
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// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
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// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// To build this on 32-bit systems and support texture changes:
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// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files)
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// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
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// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
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// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files)
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -57,6 +64,11 @@
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#include "imgui_impl_vulkan.h"
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#include <stdio.h>
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// Visual Studio warnings
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#ifdef _MSC_VER
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#pragma warning (disable: 4127) // condition expression is constant
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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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@ -531,6 +543,14 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
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// Bind DescriptorSet with font or user texture
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VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId };
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#if UINTPTR_MAX == 0xffffffff
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if (sizeof(ImTextureID) < sizeof(ImU64))
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{
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// We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used.
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IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet);
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desc_set[0] = bd->FontDescriptorSet;
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}
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#endif
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, NULL);
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// Draw
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@ -1071,7 +1091,7 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
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// Register a texture
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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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ImTextureID ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
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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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@ -1102,7 +1122,7 @@ ImTextureID ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_vie
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write_desc[0].pImageInfo = desc_image;
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vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, NULL);
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}
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return (ImTextureID)descriptor_set;
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return descriptor_set;
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}
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//-------------------------------------------------------------------------
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@ -3,8 +3,10 @@
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// Implemented features:
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// Missing features:
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// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
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// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
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// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
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// See imgui_impl_vulkan.cpp file for details.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -62,21 +64,21 @@ struct ImGui_ImplVulkan_InitInfo
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};
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// Called by user code
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IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
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IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
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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 bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
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IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
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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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IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
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IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
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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 bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
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IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
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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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// Register a texture (VkDescriptorSet == ImTextureID)
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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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IMGUI_IMPL_API ImTextureID ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
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IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
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// Optional: load Vulkan functions with a custom function loader
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// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
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IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL);
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IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL);
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//-------------------------------------------------------------------------
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// Internal / Miscellaneous Vulkan Helpers
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@ -141,6 +141,7 @@ Other Changes:
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can theorically be created by user code manipulating a ImDrawList. (#4857)
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- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu]
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- Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759)
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- Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) [@martty]
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- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and
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wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev]
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@ -41,3 +41,4 @@ file(GLOB sources *.cpp)
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add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
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target_link_libraries(example_glfw_vulkan ${LIBRARIES})
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target_compile_definitions(example_glfw_vulkan PUBLIC -DImTextureID=ImU64)
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@ -7,8 +7,8 @@
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@set OUT_DIR=Debug
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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@set OUT_DIR=Release
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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@set OUT_DIR=Debug
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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@set OUT_DIR=Release
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -105,6 +106,7 @@
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@set OUT_DIR=Debug
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
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cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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