// ImGui - standalone example application for SDL2 + Vulkan // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. #include "imgui.h" #include "../imgui_impl_sdl2.h" #include "../imgui_impl_vulkan.h" #include #include #include #include // FIXME-VULKAN: Resizing with IMGUI_UNLIMITED_FRAME_RATE triggers errors from the validation layer. #define IMGUI_MAX_POSSIBLE_BACK_BUFFERS 16 #define IMGUI_UNLIMITED_FRAME_RATE #ifdef _DEBUG #define IMGUI_VULKAN_DEBUG_REPORT #endif static VkAllocationCallbacks* g_Allocator = NULL; static VkInstance g_Instance = VK_NULL_HANDLE; static VkSurfaceKHR g_Surface = VK_NULL_HANDLE; static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; static VkDevice g_Device = VK_NULL_HANDLE; static VkSwapchainKHR g_Swapchain = VK_NULL_HANDLE; static VkRenderPass g_RenderPass = VK_NULL_HANDLE; static uint32_t g_QueueFamily = (uint32_t)-1; static VkQueue g_Queue = VK_NULL_HANDLE; static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; static VkSurfaceFormatKHR g_SurfaceFormat; static VkPresentModeKHR g_PresentMode; static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; static int fb_width, fb_height; static uint32_t g_BackBufferCount = 0; static VkImage g_BackBuffer[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {}; static VkImageView g_BackBufferView[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {}; static VkFramebuffer g_Framebuffer[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {}; struct FrameData { uint32_t BackbufferIndex; // keep track of recently rendered swapchain frame indices VkCommandPool CommandPool; VkCommandBuffer CommandBuffer; VkFence Fence; VkSemaphore PresentCompleteSemaphore; VkSemaphore RenderCompleteSemaphore; }; static uint32_t g_FrameIndex = 0; static FrameData g_Frames[IMGUI_VK_QUEUED_FRAMES] = {}; static VkClearValue g_ClearValue = {}; static void check_vk_result(VkResult err) { if (err == 0) return; printf("VkResult %d\n", err); if (err < 0) abort(); } static void CreateOrResizeSwapChainAndFrameBuffer(int w, int h) { VkResult err; VkSwapchainKHR old_swapchain = g_Swapchain; err = vkDeviceWaitIdle(g_Device); check_vk_result(err); // Destroy old Framebuffer for (uint32_t i = 0; i < g_BackBufferCount; i++) { if (g_BackBufferView[i]) vkDestroyImageView(g_Device, g_BackBufferView[i], g_Allocator); if (g_Framebuffer[i]) vkDestroyFramebuffer(g_Device, g_Framebuffer[i], g_Allocator); } if (g_RenderPass) vkDestroyRenderPass(g_Device, g_RenderPass, g_Allocator); // Create Swapchain { VkSwapchainCreateInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; info.surface = g_Surface; info.imageFormat = g_SurfaceFormat.format; info.imageColorSpace = g_SurfaceFormat.colorSpace; info.imageArrayLayers = 1; info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; info.presentMode = g_PresentMode; info.clipped = VK_TRUE; info.oldSwapchain = old_swapchain; VkSurfaceCapabilitiesKHR cap; err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(g_PhysicalDevice, g_Surface, &cap); check_vk_result(err); if (cap.maxImageCount > 0) info.minImageCount = (cap.minImageCount + 2 < cap.maxImageCount) ? (cap.minImageCount + 2) : cap.maxImageCount; else info.minImageCount = cap.minImageCount + 2; if (cap.currentExtent.width == 0xffffffff) { info.imageExtent.width = fb_width = w; info.imageExtent.height = fb_height = h; } else { info.imageExtent.width = fb_width = cap.currentExtent.width; info.imageExtent.height = fb_height = cap.currentExtent.height; } err = vkCreateSwapchainKHR(g_Device, &info, g_Allocator, &g_Swapchain); check_vk_result(err); err = vkGetSwapchainImagesKHR(g_Device, g_Swapchain, &g_BackBufferCount, NULL); check_vk_result(err); err = vkGetSwapchainImagesKHR(g_Device, g_Swapchain, &g_BackBufferCount, g_BackBuffer); check_vk_result(err); } if (old_swapchain) vkDestroySwapchainKHR(g_Device, old_swapchain, g_Allocator); // Create the Render Pass { VkAttachmentDescription attachment = {}; attachment.format = g_SurfaceFormat.format; attachment.samples = VK_SAMPLE_COUNT_1_BIT; attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; VkAttachmentReference color_attachment = {}; color_attachment.attachment = 0; color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; VkSubpassDescription subpass = {}; subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; subpass.colorAttachmentCount = 1; subpass.pColorAttachments = &color_attachment; VkRenderPassCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; info.attachmentCount = 1; info.pAttachments = &attachment; info.subpassCount = 1; info.pSubpasses = &subpass; err = vkCreateRenderPass(g_Device, &info, g_Allocator, &g_RenderPass); check_vk_result(err); } // Create The Image Views { VkImageViewCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; info.viewType = VK_IMAGE_VIEW_TYPE_2D; info.format = g_SurfaceFormat.format; info.components.r = VK_COMPONENT_SWIZZLE_R; info.components.g = VK_COMPONENT_SWIZZLE_G; info.components.b = VK_COMPONENT_SWIZZLE_B; info.components.a = VK_COMPONENT_SWIZZLE_A; VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; info.subresourceRange = image_range; for (uint32_t i = 0; i < g_BackBufferCount; i++) { info.image = g_BackBuffer[i]; err = vkCreateImageView(g_Device, &info, g_Allocator, &g_BackBufferView[i]); check_vk_result(err); } } // Create Framebuffer { VkImageView attachment[1]; VkFramebufferCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; info.renderPass = g_RenderPass; info.attachmentCount = 1; info.pAttachments = attachment; info.width = fb_width; info.height = fb_height; info.layers = 1; for (uint32_t i = 0; i < g_BackBufferCount; i++) { attachment[0] = g_BackBufferView[i]; err = vkCreateFramebuffer(g_Device, &info, g_Allocator, &g_Framebuffer[i]); check_vk_result(err); } } } #ifdef IMGUI_VULKAN_DEBUG_REPORT static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) { (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguemnts printf("[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); return VK_FALSE; } #endif // IMGUI_VULKAN_DEBUG_REPORT static void setup_vulkan(SDL_Window* window, const char** extensions, uint32_t extensions_count) { VkResult err; // Create Vulkan Instance { VkInstanceCreateInfo create_info = {}; create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; create_info.enabledExtensionCount = extensions_count; create_info.ppEnabledExtensionNames = extensions; #ifdef IMGUI_VULKAN_DEBUG_REPORT // Enabling multiple validation layers grouped as LunarG standard validation const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" }; create_info.enabledLayerCount = 1; create_info.ppEnabledLayerNames = layers; // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it) const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1)); memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*)); extensions_ext[extensions_count] = "VK_EXT_debug_report"; create_info.enabledExtensionCount = extensions_count + 1; create_info.ppEnabledExtensionNames = extensions_ext; #endif // IMGUI_VULKAN_DEBUG_REPORT err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); check_vk_result(err); #ifdef IMGUI_VULKAN_DEBUG_REPORT free(extensions_ext); // Get the function pointer (required for any extensions) auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL); // Setup the debug report callback VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; debug_report_ci.pfnCallback = debug_report; debug_report_ci.pUserData = NULL; err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); check_vk_result(err); #endif // IMGUI_VULKAN_DEBUG_REPORT } // Create Window Surface (with SDL) { SDL_bool result = SDL_Vulkan_CreateSurface(window, g_Instance, &g_Surface); if (result == 0) { printf("failed to create Vulkan surface\n"); abort(); } } // Select GPU { uint32_t gpu_count; err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL); check_vk_result(err); VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count); err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus); check_vk_result(err); // If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose // e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc. // for sake of simplicity we'll just take the first one, assuming it has a graphics queue family. g_PhysicalDevice = gpus[0]; free(gpus); } // Select graphics queue family { uint32_t count; vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL); VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count); vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues); for (uint32_t i = 0; i < count; i++) if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) { g_QueueFamily = i; break; } free(queues); IM_ASSERT(g_QueueFamily != -1); } // Check for WSI support { VkBool32 res; vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, g_Surface, &res); if (res != VK_TRUE) { fprintf(stderr, "Error no WSI support on physical device 0\n"); exit(-1); } } // Get Surface Format { const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; g_SurfaceFormat = ImGui_ImplVulkan_SelectSurfaceFormat(g_PhysicalDevice, g_Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); } // Get Present Mode { #ifdef IMGUI_UNLIMITED_FRAME_RATE VkPresentModeKHR present_mode = VK_PRESENT_MODE_IMMEDIATE_KHR; #else VkPresentModeKHR present_mode = VK_PRESENT_MODE_FIFO_KHR; #endif g_PresentMode = ImGui_ImplVulkan_SelectPresentMode(g_PhysicalDevice, g_Surface, &present_mode, 1); } // Create Logical Device (with 1 queue) { int device_extension_count = 1; const char* device_extensions[] = { "VK_KHR_swapchain" }; const float queue_priority[] = { 1.0f }; VkDeviceQueueCreateInfo queue_info[1] = {}; queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; queue_info[0].queueFamilyIndex = g_QueueFamily; queue_info[0].queueCount = 1; queue_info[0].pQueuePriorities = queue_priority; VkDeviceCreateInfo create_info = {}; create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]); create_info.pQueueCreateInfos = queue_info; create_info.enabledExtensionCount = device_extension_count; create_info.ppEnabledExtensionNames = device_extensions; err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device); check_vk_result(err); vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue); } // Create Framebuffers { int w, h; SDL_GetWindowSize(window, &w, &h); CreateOrResizeSwapChainAndFrameBuffer(w, h); } // Create Command Buffers for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) { FrameData* fd = &g_Frames[i]; { VkCommandPoolCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT; info.queueFamilyIndex = g_QueueFamily; err = vkCreateCommandPool(g_Device, &info, g_Allocator, &fd->CommandPool); check_vk_result(err); } { VkCommandBufferAllocateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; info.commandPool = fd->CommandPool; info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; info.commandBufferCount = 1; err = vkAllocateCommandBuffers(g_Device, &info, &fd->CommandBuffer); check_vk_result(err); } { VkFenceCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; info.flags = VK_FENCE_CREATE_SIGNALED_BIT; err = vkCreateFence(g_Device, &info, g_Allocator, &fd->Fence); check_vk_result(err); } { VkSemaphoreCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; err = vkCreateSemaphore(g_Device, &info, g_Allocator, &fd->PresentCompleteSemaphore); check_vk_result(err); err = vkCreateSemaphore(g_Device, &info, g_Allocator, &fd->RenderCompleteSemaphore); check_vk_result(err); } } // Create Descriptor Pool { VkDescriptorPoolSize pool_sizes[] = { { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 }, { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 }, { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 }, { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 }, { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 } }; VkDescriptorPoolCreateInfo pool_info = {}; pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes); pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); pool_info.pPoolSizes = pool_sizes; err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); check_vk_result(err); } } static void cleanup_vulkan() { vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) { FrameData* fd = &g_Frames[i]; vkDestroyFence(g_Device, fd->Fence, g_Allocator); vkFreeCommandBuffers(g_Device, fd->CommandPool, 1, &fd->CommandBuffer); vkDestroyCommandPool(g_Device, fd->CommandPool, g_Allocator); vkDestroySemaphore(g_Device, fd->PresentCompleteSemaphore, g_Allocator); vkDestroySemaphore(g_Device, fd->RenderCompleteSemaphore, g_Allocator); } for (uint32_t i = 0; i < g_BackBufferCount; i++) { vkDestroyImageView(g_Device, g_BackBufferView[i], g_Allocator); vkDestroyFramebuffer(g_Device, g_Framebuffer[i], g_Allocator); } vkDestroyRenderPass(g_Device, g_RenderPass, g_Allocator); vkDestroySwapchainKHR(g_Device, g_Swapchain, g_Allocator); vkDestroySurfaceKHR(g_Instance, g_Surface, g_Allocator); #ifdef IMGUI_VULKAN_DEBUG_REPORT // Remove the debug report callback auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); #endif // IMGUI_VULKAN_DEBUG_REPORT vkDestroyDevice(g_Device, g_Allocator); vkDestroyInstance(g_Instance, g_Allocator); } static void frame_begin() { FrameData* fd = &g_Frames[g_FrameIndex]; VkResult err; for (;;) { err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, 100); if (err == VK_SUCCESS) break; if (err == VK_TIMEOUT) continue; check_vk_result(err); } { err = vkAcquireNextImageKHR(g_Device, g_Swapchain, UINT64_MAX, fd->PresentCompleteSemaphore, VK_NULL_HANDLE, &fd->BackbufferIndex); check_vk_result(err); } { err = vkResetCommandPool(g_Device, fd->CommandPool, 0); check_vk_result(err); VkCommandBufferBeginInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; err = vkBeginCommandBuffer(fd->CommandBuffer, &info); check_vk_result(err); } { VkRenderPassBeginInfo info = {}; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; info.renderPass = g_RenderPass; info.framebuffer = g_Framebuffer[fd->BackbufferIndex]; info.renderArea.extent.width = fb_width; info.renderArea.extent.height = fb_height; info.clearValueCount = 1; info.pClearValues = &g_ClearValue; vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); } } static void frame_end() { FrameData* fd = &g_Frames[g_FrameIndex]; VkResult err; vkCmdEndRenderPass(fd->CommandBuffer); { VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; VkSubmitInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; info.waitSemaphoreCount = 1; info.pWaitSemaphores = &fd->PresentCompleteSemaphore; info.pWaitDstStageMask = &wait_stage; info.commandBufferCount = 1; info.pCommandBuffers = &fd->CommandBuffer; info.signalSemaphoreCount = 1; info.pSignalSemaphores = &fd->RenderCompleteSemaphore; err = vkEndCommandBuffer(fd->CommandBuffer); check_vk_result(err); err = vkResetFences(g_Device, 1, &fd->Fence); check_vk_result(err); err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); check_vk_result(err); } } static void frame_present() { VkResult err; // If IMGUI_UNLIMITED_FRAME_RATE is defined we present the latest but one frame. Otherwise we present the latest rendered frame #ifdef IMGUI_UNLIMITED_FRAME_RATE uint32_t PresentIndex = (g_FrameIndex + IMGUI_VK_QUEUED_FRAMES - 1) % IMGUI_VK_QUEUED_FRAMES; #else uint32_t PresentIndex = g_FrameIndex; #endif // IMGUI_UNLIMITED_FRAME_RATE FrameData* fd = &g_Frames[PresentIndex]; VkPresentInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; info.waitSemaphoreCount = 1; info.pWaitSemaphores = &fd->RenderCompleteSemaphore; info.swapchainCount = 1; info.pSwapchains = &g_Swapchain; info.pImageIndices = &fd->BackbufferIndex; err = vkQueuePresentKHR(g_Queue, &info); check_vk_result(err); g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES; } int main(int, char**) { // Setup SDL if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) { printf("Error: %s\n", SDL_GetError()); return 1; } // Setup window SDL_DisplayMode current; SDL_GetCurrentDisplayMode(0, ¤t); SDL_Window* window = SDL_CreateWindow("ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_VULKAN|SDL_WINDOW_RESIZABLE); // Setup Vulkan uint32_t extensions_count; SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, NULL); const char** sdl_extensions = new const char*[extensions_count]; SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, sdl_extensions); setup_vulkan(window, sdl_extensions, extensions_count); delete[] sdl_extensions; // Setup ImGui binding ImGui::CreateContext(); ImGui_ImplVulkan_InitInfo init_info = {}; init_info.Allocator = g_Allocator; init_info.PhysicalDevice = g_PhysicalDevice; init_info.Device = g_Device; init_info.RenderPass = g_RenderPass; init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; init_info.CheckVkResultFn = check_vk_result; ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplVulkan_Init(&init_info); ImGui_ImplSDL2_Init(window, NULL); // Setup style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); // Upload Fonts { // Use any command queue VkCommandPool command_pool = g_Frames[g_FrameIndex].CommandPool; VkCommandBuffer command_buffer = g_Frames[g_FrameIndex].CommandBuffer; VkResult err; err = vkResetCommandPool(g_Device, command_pool, 0); check_vk_result(err); VkCommandBufferBeginInfo begin_info = {}; begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; err = vkBeginCommandBuffer(command_buffer, &begin_info); check_vk_result(err); ImGui_ImplVulkan_CreateFontsTexture(command_buffer); VkSubmitInfo end_info = {}; end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; end_info.commandBufferCount = 1; end_info.pCommandBuffers = &command_buffer; err = vkEndCommandBuffer(command_buffer); check_vk_result(err); err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE); check_vk_result(err); err = vkDeviceWaitIdle(g_Device); check_vk_result(err); ImGui_ImplVulkan_InvalidateFontUploadObjects(); } bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); bool swap_chain_has_at_least_one_image = false; // Main loop bool done = false; while (!done) { // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. SDL_Event event; while (SDL_PollEvent(&event)) { ImGui_ImplSDL2_ProcessEvent(&event); if (event.type == SDL_QUIT) done = true; if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) CreateOrResizeSwapChainAndFrameBuffer((int)event.window.data1, (int)event.window.data2); } ImGui_ImplVulkan_NewFrame(); ImGui_ImplSDL2_NewFrame(window); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; static int counter = 0; ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state ImGui::Checkbox("Another Window", &show_another_window); if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) counter++; ImGui::SameLine(); ImGui::Text("counter = %d", counter); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; ImGui::End(); } // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! if (show_demo_window) { ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! ImGui::ShowDemoWindow(&show_demo_window); } // Rendering memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); frame_begin(); ImGui_ImplVulkan_Render(g_Frames[g_FrameIndex].CommandBuffer); frame_end(); // When IMGUI_UNLIMITED_FRAME_RATE is defined we render into latest image acquired from the swapchain but we display the image which was rendered before. // Hence we must render once and increase the g_FrameIndex without presenting, which we do before entering the render loop. #ifdef IMGUI_UNLIMITED_FRAME_RATE if (swap_chain_has_at_least_one_image) frame_present(); #else frame_present(); #endif swap_chain_has_at_least_one_image = true; } // Cleanup VkResult err = vkDeviceWaitIdle(g_Device); check_vk_result(err); ImGui_ImplVulkan_Shutdown(); ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext(); SDL_DestroyWindow(window); cleanup_vulkan(); SDL_Quit(); return 0; }