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authorNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
committerNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
commiteda5bc26f44ee9a6f83dcf8c91f17296d7fc509d (patch)
treebc2efa38ff4e350f9a111ac87065cd7ae9a911c7 /src/imgui/backends/imgui_impl_vulkan.cpp
downloadfsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.tar.gz
fsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.zip
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+// dear imgui: Renderer Backend for Vulkan
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
+// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+// To build this on 32-bit systems and support texture changes:
+// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files)
+// - [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.
+// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
+// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files)
+
+// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
+// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+// You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238)
+// 2024-01-03: Vulkan: Stoped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
+// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075)
+// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
+// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend.
+// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time.
+// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture.
+// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this.
+// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
+// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
+// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
+// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
+// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
+// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions().
+// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
+// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
+// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices.
+// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices.
+// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before.
+// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
+// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
+// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
+// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int).
+// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
+// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends.
+// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
+// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
+// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy.
+// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex.
+// 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.
+// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_vulkan.h"
+#include <stdio.h>
+#ifndef IM_MAX
+#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B))
+#endif
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#endif
+
+// Forward Declarations
+struct ImGui_ImplVulkanH_FrameRenderBuffers;
+struct ImGui_ImplVulkanH_WindowRenderBuffers;
+bool ImGui_ImplVulkan_CreateDeviceObjects();
+void ImGui_ImplVulkan_DestroyDeviceObjects();
+void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
+void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
+
+// Vulkan prototypes for use with custom loaders
+// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
+#ifdef VK_NO_PROTOTYPES
+static bool g_FunctionsLoaded = false;
+#else
+static bool g_FunctionsLoaded = true;
+#endif
+#ifdef VK_NO_PROTOTYPES
+#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets)
+
+// Define function pointers
+#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
+IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
+#undef IMGUI_VULKAN_FUNC_DEF
+#endif // VK_NO_PROTOTYPES
+
+#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
+#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR;
+static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR;
+#endif
+
+// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkanH_FrameRenderBuffers
+{
+ VkDeviceMemory VertexBufferMemory;
+ VkDeviceMemory IndexBufferMemory;
+ VkDeviceSize VertexBufferSize;
+ VkDeviceSize IndexBufferSize;
+ VkBuffer VertexBuffer;
+ VkBuffer IndexBuffer;
+};
+
+// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkanH_WindowRenderBuffers
+{
+ uint32_t Index;
+ uint32_t Count;
+ ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers;
+};
+
+// Vulkan data
+struct ImGui_ImplVulkan_Data
+{
+ ImGui_ImplVulkan_InitInfo VulkanInitInfo;
+ VkRenderPass RenderPass;
+ VkDeviceSize BufferMemoryAlignment;
+ VkPipelineCreateFlags PipelineCreateFlags;
+ VkDescriptorSetLayout DescriptorSetLayout;
+ VkPipelineLayout PipelineLayout;
+ VkPipeline Pipeline;
+ uint32_t Subpass;
+ VkShaderModule ShaderModuleVert;
+ VkShaderModule ShaderModuleFrag;
+
+ // Font data
+ VkSampler FontSampler;
+ VkDeviceMemory FontMemory;
+ VkImage FontImage;
+ VkImageView FontView;
+ VkDescriptorSet FontDescriptorSet;
+ VkCommandPool FontCommandPool;
+ VkCommandBuffer FontCommandBuffer;
+
+ // Render buffers for main window
+ ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
+
+ ImGui_ImplVulkan_Data()
+ {
+ memset((void*)this, 0, sizeof(*this));
+ BufferMemoryAlignment = 256;
+ }
+};
+
+//-----------------------------------------------------------------------------
+// SHADERS
+//-----------------------------------------------------------------------------
+
+// backends/vulkan/glsl_shader.vert, compiled with:
+// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
+/*
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc;
+
+out gl_PerVertex { vec4 gl_Position; };
+layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
+
+void main()
+{
+ Out.Color = aColor;
+ Out.UV = aUV;
+ gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
+}
+*/
+static uint32_t __glsl_shader_vert_spv[] =
+{
+ 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
+ 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
+ 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
+ 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
+ 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
+ 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c,
+ 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074,
+ 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
+ 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
+ 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
+ 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
+ 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
+ 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
+ 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
+ 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
+ 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
+ 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
+ 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020,
+ 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020,
+ 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020,
+ 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020,
+ 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a,
+ 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014,
+ 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f,
+ 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021,
+ 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006,
+ 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,
+ 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,
+ 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,
+ 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,
+ 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022,
+ 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008,
+ 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013,
+ 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024,
+ 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006,
+ 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b,
+ 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e,
+ 0x0000002d,0x0000002c,0x000100fd,0x00010038
+};
+
+// backends/vulkan/glsl_shader.frag, compiled with:
+// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+/*
+#version 450 core
+layout(location = 0) out vec4 fColor;
+layout(set=0, binding=0) uniform sampler2D sTexture;
+layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
+void main()
+{
+ fColor = In.Color * texture(sTexture, In.UV.st);
+}
+*/
+static uint32_t __glsl_shader_frag_spv[] =
+{
+ 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
+ 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
+ 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
+ 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
+ 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
+ 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
+ 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
+ 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
+ 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
+ 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
+ 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
+ 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
+ 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
+ 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
+ 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
+ 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
+ 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
+ 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
+ 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
+ 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
+ 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
+ 0x00010038
+};
+
+//-----------------------------------------------------------------------------
+// FUNCTIONS
+//-----------------------------------------------------------------------------
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not tested and probably dysfunctional in this backend.
+static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkPhysicalDeviceMemoryProperties prop;
+ vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop);
+ for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
+ if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i))
+ return i;
+ return 0xFFFFFFFF; // Unable to find memoryType
+}
+
+static void check_vk_result(VkResult err)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ if (!bd)
+ return;
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ if (v->CheckVkResultFn)
+ v->CheckVkResultFn(err);
+}
+
+static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkResult err;
+ if (buffer != VK_NULL_HANDLE)
+ vkDestroyBuffer(v->Device, buffer, v->Allocator);
+ if (buffer_memory != VK_NULL_HANDLE)
+ vkFreeMemory(v->Device, buffer_memory, v->Allocator);
+
+ VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment;
+ VkBufferCreateInfo buffer_info = {};
+ buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ buffer_info.size = vertex_buffer_size_aligned;
+ buffer_info.usage = usage;
+ buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer);
+ check_vk_result(err);
+
+ VkMemoryRequirements req;
+ vkGetBufferMemoryRequirements(v->Device, buffer, &req);
+ bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
+ VkDeviceSize size = IM_MAX(v->MinAllocationSize, req.size);
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = size;
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory);
+ check_vk_result(err);
+
+ err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
+ check_vk_result(err);
+ p_buffer_size = size;
+}
+
+static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+
+ // Bind pipeline:
+ {
+ vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
+ }
+
+ // Bind Vertex And Index Buffer:
+ if (draw_data->TotalVtxCount > 0)
+ {
+ VkBuffer vertex_buffers[1] = { rb->VertexBuffer };
+ VkDeviceSize vertex_offset[1] = { 0 };
+ vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset);
+ vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32);
+ }
+
+ // Setup viewport:
+ {
+ VkViewport viewport;
+ viewport.x = 0;
+ viewport.y = 0;
+ viewport.width = (float)fb_width;
+ viewport.height = (float)fb_height;
+ viewport.minDepth = 0.0f;
+ viewport.maxDepth = 1.0f;
+ vkCmdSetViewport(command_buffer, 0, 1, &viewport);
+ }
+
+ // Setup scale and translation:
+ // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ {
+ float scale[2];
+ scale[0] = 2.0f / draw_data->DisplaySize.x;
+ scale[1] = 2.0f / draw_data->DisplaySize.y;
+ float translate[2];
+ translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
+ translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
+ vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
+ vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
+ }
+}
+
+// Render function
+void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0)
+ return;
+
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ if (pipeline == VK_NULL_HANDLE)
+ pipeline = bd->Pipeline;
+
+ // Allocate array to store enough vertex/index buffers
+ ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
+ if (wrb->FrameRenderBuffers == nullptr)
+ {
+ wrb->Index = 0;
+ wrb->Count = v->ImageCount;
+ wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
+ memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
+ }
+ IM_ASSERT(wrb->Count == v->ImageCount);
+ wrb->Index = (wrb->Index + 1) % wrb->Count;
+ ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
+
+ if (draw_data->TotalVtxCount > 0)
+ {
+ // Create or resize the vertex/index buffers
+ size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
+ size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
+ if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
+ CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
+ if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
+ CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
+
+ // Upload vertex/index data into a single contiguous GPU buffer
+ ImDrawVert* vtx_dst = nullptr;
+ ImDrawIdx* idx_dst = nullptr;
+ VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)&vtx_dst);
+ check_vk_result(err);
+ err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)&idx_dst);
+ check_vk_result(err);
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ VkMappedMemoryRange range[2] = {};
+ range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[0].memory = rb->VertexBufferMemory;
+ range[0].size = VK_WHOLE_SIZE;
+ range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[1].memory = rb->IndexBufferMemory;
+ range[1].size = VK_WHOLE_SIZE;
+ err = vkFlushMappedMemoryRanges(v->Device, 2, range);
+ check_vk_result(err);
+ vkUnmapMemory(v->Device, rb->VertexBufferMemory);
+ vkUnmapMemory(v->Device, rb->IndexBufferMemory);
+ }
+
+ // Setup desired Vulkan state
+ ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_vtx_offset = 0;
+ int global_idx_offset = 0;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != nullptr)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+
+ // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds
+ if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+ if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+ if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
+ if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle
+ VkRect2D scissor;
+ scissor.offset.x = (int32_t)(clip_min.x);
+ scissor.offset.y = (int32_t)(clip_min.y);
+ scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x);
+ scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y);
+ vkCmdSetScissor(command_buffer, 0, 1, &scissor);
+
+ // Bind DescriptorSet with font or user texture
+ VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId };
+ if (sizeof(ImTextureID) < sizeof(ImU64))
+ {
+ // 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.
+ IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet);
+ desc_set[0] = bd->FontDescriptorSet;
+ }
+ vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr);
+
+ // Draw
+ vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
+ // Our last values will leak into user/application rendering IF:
+ // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state
+ // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state.
+ // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering.
+ // In theory we should aim to backup/restore those values but I am not sure this is possible.
+ // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
+ VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } };
+ vkCmdSetScissor(command_buffer, 0, 1, &scissor);
+}
+
+bool ImGui_ImplVulkan_CreateFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkResult err;
+
+ // Destroy existing texture (if any)
+ if (bd->FontView || bd->FontImage || bd->FontMemory || bd->FontDescriptorSet)
+ {
+ vkQueueWaitIdle(v->Queue);
+ ImGui_ImplVulkan_DestroyFontsTexture();
+ }
+
+ // Create command pool/buffer
+ if (bd->FontCommandPool == VK_NULL_HANDLE)
+ {
+ VkCommandPoolCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+ info.flags = 0;
+ info.queueFamilyIndex = v->QueueFamily;
+ vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->FontCommandPool);
+ }
+ if (bd->FontCommandBuffer == VK_NULL_HANDLE)
+ {
+ VkCommandBufferAllocateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+ info.commandPool = bd->FontCommandPool;
+ info.commandBufferCount = 1;
+ err = vkAllocateCommandBuffers(v->Device, &info, &bd->FontCommandBuffer);
+ check_vk_result(err);
+ }
+
+ // Start command buffer
+ {
+ err = vkResetCommandPool(v->Device, bd->FontCommandPool, 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(bd->FontCommandBuffer, &begin_info);
+ check_vk_result(err);
+ }
+
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ size_t upload_size = width * height * 4 * sizeof(char);
+
+ // Create the Image:
+ {
+ VkImageCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
+ info.imageType = VK_IMAGE_TYPE_2D;
+ info.format = VK_FORMAT_R8G8B8A8_UNORM;
+ info.extent.width = width;
+ info.extent.height = height;
+ info.extent.depth = 1;
+ info.mipLevels = 1;
+ info.arrayLayers = 1;
+ info.samples = VK_SAMPLE_COUNT_1_BIT;
+ info.tiling = VK_IMAGE_TILING_OPTIMAL;
+ info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
+ info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage);
+ check_vk_result(err);
+ VkMemoryRequirements req;
+ vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req);
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory);
+ check_vk_result(err);
+ err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0);
+ check_vk_result(err);
+ }
+
+ // Create the Image View:
+ {
+ VkImageViewCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ info.image = bd->FontImage;
+ info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+ info.format = VK_FORMAT_R8G8B8A8_UNORM;
+ info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ info.subresourceRange.levelCount = 1;
+ info.subresourceRange.layerCount = 1;
+ err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView);
+ check_vk_result(err);
+ }
+
+ // Create the Descriptor Set:
+ bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+
+ // Create the Upload Buffer:
+ VkDeviceMemory upload_buffer_memory;
+ VkBuffer upload_buffer;
+ {
+ VkBufferCreateInfo buffer_info = {};
+ buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ buffer_info.size = upload_size;
+ buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
+ buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer);
+ check_vk_result(err);
+ VkMemoryRequirements req;
+ vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req);
+ bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory);
+ check_vk_result(err);
+ err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0);
+ check_vk_result(err);
+ }
+
+ // Upload to Buffer:
+ {
+ char* map = nullptr;
+ err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map));
+ check_vk_result(err);
+ memcpy(map, pixels, upload_size);
+ VkMappedMemoryRange range[1] = {};
+ range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[0].memory = upload_buffer_memory;
+ range[0].size = upload_size;
+ err = vkFlushMappedMemoryRanges(v->Device, 1, range);
+ check_vk_result(err);
+ vkUnmapMemory(v->Device, upload_buffer_memory);
+ }
+
+ // Copy to Image:
+ {
+ VkImageMemoryBarrier copy_barrier[1] = {};
+ copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+ copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+ copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ copy_barrier[0].image = bd->FontImage;
+ copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ copy_barrier[0].subresourceRange.levelCount = 1;
+ copy_barrier[0].subresourceRange.layerCount = 1;
+ vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
+
+ VkBufferImageCopy region = {};
+ region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ region.imageSubresource.layerCount = 1;
+ region.imageExtent.width = width;
+ region.imageExtent.height = height;
+ region.imageExtent.depth = 1;
+ vkCmdCopyBufferToImage(bd->FontCommandBuffer, upload_buffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
+
+ VkImageMemoryBarrier use_barrier[1] = {};
+ use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+ use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
+ use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+ use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+ use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ use_barrier[0].image = bd->FontImage;
+ use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ use_barrier[0].subresourceRange.levelCount = 1;
+ use_barrier[0].subresourceRange.layerCount = 1;
+ vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
+ }
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet);
+
+ // End command buffer
+ VkSubmitInfo end_info = {};
+ end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ end_info.commandBufferCount = 1;
+ end_info.pCommandBuffers = &bd->FontCommandBuffer;
+ err = vkEndCommandBuffer(bd->FontCommandBuffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE);
+ check_vk_result(err);
+
+ err = vkQueueWaitIdle(v->Queue);
+ check_vk_result(err);
+
+ vkDestroyBuffer(v->Device, upload_buffer, v->Allocator);
+ vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator);
+
+ return true;
+}
+
+// You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown().
+void ImGui_ImplVulkan_DestroyFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+
+ if (bd->FontDescriptorSet)
+ {
+ ImGui_ImplVulkan_RemoveTexture(bd->FontDescriptorSet);
+ bd->FontDescriptorSet = VK_NULL_HANDLE;
+ io.Fonts->SetTexID(0);
+ }
+
+ if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
+ if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
+ if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
+}
+
+static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
+{
+ // Create the shader modules
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ if (bd->ShaderModuleVert == VK_NULL_HANDLE)
+ {
+ VkShaderModuleCreateInfo vert_info = {};
+ vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+ vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
+ vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
+ VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert);
+ check_vk_result(err);
+ }
+ if (bd->ShaderModuleFrag == VK_NULL_HANDLE)
+ {
+ VkShaderModuleCreateInfo frag_info = {};
+ frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+ frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
+ frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
+ VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag);
+ check_vk_result(err);
+ }
+}
+
+static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_CreateShaderModules(device, allocator);
+
+ VkPipelineShaderStageCreateInfo stage[2] = {};
+ stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
+ stage[0].module = bd->ShaderModuleVert;
+ stage[0].pName = "main";
+ stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
+ stage[1].module = bd->ShaderModuleFrag;
+ stage[1].pName = "main";
+
+ VkVertexInputBindingDescription binding_desc[1] = {};
+ binding_desc[0].stride = sizeof(ImDrawVert);
+ binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
+
+ VkVertexInputAttributeDescription attribute_desc[3] = {};
+ attribute_desc[0].location = 0;
+ attribute_desc[0].binding = binding_desc[0].binding;
+ attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
+ attribute_desc[0].offset = offsetof(ImDrawVert, pos);
+ attribute_desc[1].location = 1;
+ attribute_desc[1].binding = binding_desc[0].binding;
+ attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
+ attribute_desc[1].offset = offsetof(ImDrawVert, uv);
+ attribute_desc[2].location = 2;
+ attribute_desc[2].binding = binding_desc[0].binding;
+ attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
+ attribute_desc[2].offset = offsetof(ImDrawVert, col);
+
+ VkPipelineVertexInputStateCreateInfo vertex_info = {};
+ vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+ vertex_info.vertexBindingDescriptionCount = 1;
+ vertex_info.pVertexBindingDescriptions = binding_desc;
+ vertex_info.vertexAttributeDescriptionCount = 3;
+ vertex_info.pVertexAttributeDescriptions = attribute_desc;
+
+ VkPipelineInputAssemblyStateCreateInfo ia_info = {};
+ ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+ ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
+
+ VkPipelineViewportStateCreateInfo viewport_info = {};
+ viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+ viewport_info.viewportCount = 1;
+ viewport_info.scissorCount = 1;
+
+ VkPipelineRasterizationStateCreateInfo raster_info = {};
+ raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+ raster_info.polygonMode = VK_POLYGON_MODE_FILL;
+ raster_info.cullMode = VK_CULL_MODE_NONE;
+ raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+ raster_info.lineWidth = 1.0f;
+
+ VkPipelineMultisampleStateCreateInfo ms_info = {};
+ ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+ ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT;
+
+ VkPipelineColorBlendAttachmentState color_attachment[1] = {};
+ color_attachment[0].blendEnable = VK_TRUE;
+ color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
+ color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
+ color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
+ color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
+ color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
+
+ VkPipelineDepthStencilStateCreateInfo depth_info = {};
+ depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
+
+ VkPipelineColorBlendStateCreateInfo blend_info = {};
+ blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+ blend_info.attachmentCount = 1;
+ blend_info.pAttachments = color_attachment;
+
+ VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
+ VkPipelineDynamicStateCreateInfo dynamic_state = {};
+ dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+ dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
+ dynamic_state.pDynamicStates = dynamic_states;
+
+ VkGraphicsPipelineCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+ info.flags = bd->PipelineCreateFlags;
+ info.stageCount = 2;
+ info.pStages = stage;
+ info.pVertexInputState = &vertex_info;
+ info.pInputAssemblyState = &ia_info;
+ info.pViewportState = &viewport_info;
+ info.pRasterizationState = &raster_info;
+ info.pMultisampleState = &ms_info;
+ info.pDepthStencilState = &depth_info;
+ info.pColorBlendState = &blend_info;
+ info.pDynamicState = &dynamic_state;
+ info.layout = bd->PipelineLayout;
+ info.renderPass = renderPass;
+ info.subpass = subpass;
+
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+ VkPipelineRenderingCreateInfoKHR pipelineRenderingCreateInfo = {};
+ pipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR;
+ pipelineRenderingCreateInfo.colorAttachmentCount = 1;
+ pipelineRenderingCreateInfo.pColorAttachmentFormats = &bd->VulkanInitInfo.ColorAttachmentFormat;
+ if (bd->VulkanInitInfo.UseDynamicRendering)
+ {
+ info.pNext = &pipelineRenderingCreateInfo;
+ info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
+ }
+#endif
+
+ VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);
+ check_vk_result(err);
+}
+
+bool ImGui_ImplVulkan_CreateDeviceObjects()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkResult err;
+
+ if (!bd->FontSampler)
+ {
+ // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
+ VkSamplerCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+ info.magFilter = VK_FILTER_LINEAR;
+ info.minFilter = VK_FILTER_LINEAR;
+ info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
+ info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.minLod = -1000;
+ info.maxLod = 1000;
+ info.maxAnisotropy = 1.0f;
+ err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler);
+ check_vk_result(err);
+ }
+
+ if (!bd->DescriptorSetLayout)
+ {
+ VkDescriptorSetLayoutBinding binding[1] = {};
+ binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ binding[0].descriptorCount = 1;
+ binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
+ VkDescriptorSetLayoutCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
+ info.bindingCount = 1;
+ info.pBindings = binding;
+ err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout);
+ check_vk_result(err);
+ }
+
+ if (!bd->PipelineLayout)
+ {
+ // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
+ VkPushConstantRange push_constants[1] = {};
+ push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
+ push_constants[0].offset = sizeof(float) * 0;
+ push_constants[0].size = sizeof(float) * 4;
+ VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
+ VkPipelineLayoutCreateInfo layout_info = {};
+ layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+ layout_info.setLayoutCount = 1;
+ layout_info.pSetLayouts = set_layout;
+ layout_info.pushConstantRangeCount = 1;
+ layout_info.pPushConstantRanges = push_constants;
+ err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout);
+ check_vk_result(err);
+ }
+
+ ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass);
+
+ return true;
+}
+
+void ImGui_ImplVulkan_DestroyDeviceObjects()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
+ ImGui_ImplVulkan_DestroyFontsTexture();
+
+ if (bd->FontCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; }
+ if (bd->FontCommandPool) { vkDestroyCommandPool(v->Device, bd->FontCommandPool, v->Allocator); bd->FontCommandPool = VK_NULL_HANDLE; }
+ if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
+ if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
+ if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; }
+ if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
+ if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
+ if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
+}
+
+bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
+{
+ // Load function pointers
+ // You can use the default Vulkan loader using:
+ // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
+ // But this would be equivalent to not setting VK_NO_PROTOTYPES.
+#ifdef VK_NO_PROTOTYPES
+#define IMGUI_VULKAN_FUNC_LOAD(func) \
+ func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \
+ if (func == nullptr) \
+ return false;
+ IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD)
+#undef IMGUI_VULKAN_FUNC_LOAD
+
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+ // Manually load those two (see #5446)
+ ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(loader_func("vkCmdBeginRenderingKHR", user_data));
+ ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(loader_func("vkCmdEndRenderingKHR", user_data));
+#endif
+#else
+ IM_UNUSED(loader_func);
+ IM_UNUSED(user_data);
+#endif
+
+ g_FunctionsLoaded = true;
+ return true;
+}
+
+bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+
+ if (info->UseDynamicRendering)
+ {
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+#ifndef VK_NO_PROTOTYPES
+ ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));
+ ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));
+#endif
+ IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr);
+ IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr);
+#else
+ IM_ASSERT(0 && "Can't use dynamic rendering when neither VK_VERSION_1_3 or VK_KHR_dynamic_rendering is defined.");
+#endif
+ }
+
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_vulkan";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ IM_ASSERT(info->Instance != VK_NULL_HANDLE);
+ IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
+ IM_ASSERT(info->Device != VK_NULL_HANDLE);
+ IM_ASSERT(info->Queue != VK_NULL_HANDLE);
+ IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE);
+ IM_ASSERT(info->MinImageCount >= 2);
+ IM_ASSERT(info->ImageCount >= info->MinImageCount);
+ if (info->UseDynamicRendering == false)
+ IM_ASSERT(render_pass != VK_NULL_HANDLE);
+
+ bd->VulkanInitInfo = *info;
+ bd->RenderPass = render_pass;
+ bd->Subpass = info->Subpass;
+
+ ImGui_ImplVulkan_CreateDeviceObjects();
+
+ return true;
+}
+
+void ImGui_ImplVulkan_Shutdown()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplVulkan_DestroyDeviceObjects();
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplVulkan_NewFrame()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?");
+
+ if (!bd->FontDescriptorSet)
+ ImGui_ImplVulkan_CreateFontsTexture();
+}
+
+void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ IM_ASSERT(min_image_count >= 2);
+ if (bd->VulkanInitInfo.MinImageCount == min_image_count)
+ return;
+
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkResult err = vkDeviceWaitIdle(v->Device);
+ check_vk_result(err);
+ ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
+ bd->VulkanInitInfo.MinImageCount = min_image_count;
+}
+
+// Register a texture
+// 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.
+VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+
+ // Create Descriptor Set:
+ VkDescriptorSet descriptor_set;
+ {
+ VkDescriptorSetAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
+ alloc_info.descriptorPool = v->DescriptorPool;
+ alloc_info.descriptorSetCount = 1;
+ alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
+ VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
+ check_vk_result(err);
+ }
+
+ // Update the Descriptor Set:
+ {
+ VkDescriptorImageInfo desc_image[1] = {};
+ desc_image[0].sampler = sampler;
+ desc_image[0].imageView = image_view;
+ desc_image[0].imageLayout = image_layout;
+ VkWriteDescriptorSet write_desc[1] = {};
+ write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+ write_desc[0].dstSet = descriptor_set;
+ write_desc[0].descriptorCount = 1;
+ write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ write_desc[0].pImageInfo = desc_image;
+ vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr);
+ }
+ return descriptor_set;
+}
+
+void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set);
+}
+
+//-------------------------------------------------------------------------
+// Internal / Miscellaneous Vulkan Helpers
+// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.)
+//-------------------------------------------------------------------------
+// You probably do NOT need to use or care about those functions.
+// Those functions only exist because:
+// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
+// 2) the upcoming multi-viewport feature will need them internally.
+// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
+// but it is too much code to duplicate everywhere so we exceptionally expose them.
+//
+// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
+// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
+// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
+//-------------------------------------------------------------------------
+
+VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ IM_ASSERT(request_formats != nullptr);
+ IM_ASSERT(request_formats_count > 0);
+
+ // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
+ // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format
+ // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40,
+ // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used.
+ uint32_t avail_count;
+ vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr);
+ ImVector<VkSurfaceFormatKHR> avail_format;
+ avail_format.resize((int)avail_count);
+ vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data);
+
+ // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available
+ if (avail_count == 1)
+ {
+ if (avail_format[0].format == VK_FORMAT_UNDEFINED)
+ {
+ VkSurfaceFormatKHR ret;
+ ret.format = request_formats[0];
+ ret.colorSpace = request_color_space;
+ return ret;
+ }
+ else
+ {
+ // No point in searching another format
+ return avail_format[0];
+ }
+ }
+ else
+ {
+ // Request several formats, the first found will be used
+ for (int request_i = 0; request_i < request_formats_count; request_i++)
+ for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space)
+ return avail_format[avail_i];
+
+ // If none of the requested image formats could be found, use the first available
+ return avail_format[0];
+ }
+}
+
+VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ IM_ASSERT(request_modes != nullptr);
+ IM_ASSERT(request_modes_count > 0);
+
+ // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory
+ uint32_t avail_count = 0;
+ vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr);
+ ImVector<VkPresentModeKHR> avail_modes;
+ avail_modes.resize((int)avail_count);
+ vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data);
+ //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]);
+
+ for (int request_i = 0; request_i < request_modes_count; request_i++)
+ for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ if (request_modes[request_i] == avail_modes[avail_i])
+ return request_modes[request_i];
+
+ return VK_PRESENT_MODE_FIFO_KHR; // Always available
+}
+
+void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator)
+{
+ IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
+ (void)physical_device;
+ (void)allocator;
+
+ // Create Command Buffers
+ VkResult err;
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+ ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i];
+ {
+ VkCommandPoolCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+ info.flags = 0;
+ info.queueFamilyIndex = queue_family;
+ err = vkCreateCommandPool(device, &info, 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(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(device, &info, allocator, &fd->Fence);
+ check_vk_result(err);
+ }
+ {
+ VkSemaphoreCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
+ err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore);
+ check_vk_result(err);
+ err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore);
+ check_vk_result(err);
+ }
+ }
+}
+
+int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode)
+{
+ if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR)
+ return 3;
+ if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR)
+ return 2;
+ if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR)
+ return 1;
+ IM_ASSERT(0);
+ return 1;
+}
+
+// Also destroy old swap chain and in-flight frames data, if any.
+void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count)
+{
+ VkResult err;
+ VkSwapchainKHR old_swapchain = wd->Swapchain;
+ wd->Swapchain = VK_NULL_HANDLE;
+ err = vkDeviceWaitIdle(device);
+ check_vk_result(err);
+
+ // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one.
+ // Destroy old Framebuffer
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
+ ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
+ }
+ IM_FREE(wd->Frames);
+ IM_FREE(wd->FrameSemaphores);
+ wd->Frames = nullptr;
+ wd->FrameSemaphores = nullptr;
+ wd->ImageCount = 0;
+ if (wd->RenderPass)
+ vkDestroyRenderPass(device, wd->RenderPass, allocator);
+ if (wd->Pipeline)
+ vkDestroyPipeline(device, wd->Pipeline, allocator);
+
+ // If min image count was not specified, request different count of images dependent on selected present mode
+ if (min_image_count == 0)
+ min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode);
+
+ // Create Swapchain
+ {
+ VkSwapchainCreateInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
+ info.surface = wd->Surface;
+ info.minImageCount = min_image_count;
+ info.imageFormat = wd->SurfaceFormat.format;
+ info.imageColorSpace = wd->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 = wd->PresentMode;
+ info.clipped = VK_TRUE;
+ info.oldSwapchain = old_swapchain;
+ VkSurfaceCapabilitiesKHR cap;
+ err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
+ check_vk_result(err);
+ if (info.minImageCount < cap.minImageCount)
+ info.minImageCount = cap.minImageCount;
+ else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount)
+ info.minImageCount = cap.maxImageCount;
+
+ if (cap.currentExtent.width == 0xffffffff)
+ {
+ info.imageExtent.width = wd->Width = w;
+ info.imageExtent.height = wd->Height = h;
+ }
+ else
+ {
+ info.imageExtent.width = wd->Width = cap.currentExtent.width;
+ info.imageExtent.height = wd->Height = cap.currentExtent.height;
+ }
+ err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain);
+ check_vk_result(err);
+ err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr);
+ check_vk_result(err);
+ VkImage backbuffers[16] = {};
+ IM_ASSERT(wd->ImageCount >= min_image_count);
+ IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers));
+ err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
+ check_vk_result(err);
+
+ IM_ASSERT(wd->Frames == nullptr);
+ wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount);
+ wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount);
+ memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
+ memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount);
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ wd->Frames[i].Backbuffer = backbuffers[i];
+ }
+ if (old_swapchain)
+ vkDestroySwapchainKHR(device, old_swapchain, allocator);
+
+ // Create the Render Pass
+ if (wd->UseDynamicRendering == false)
+ {
+ VkAttachmentDescription attachment = {};
+ attachment.format = wd->SurfaceFormat.format;
+ attachment.samples = VK_SAMPLE_COUNT_1_BIT;
+ attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+ 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;
+ VkSubpassDependency dependency = {};
+ dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
+ dependency.dstSubpass = 0;
+ dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ dependency.srcAccessMask = 0;
+ dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ VkRenderPassCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
+ info.attachmentCount = 1;
+ info.pAttachments = &attachment;
+ info.subpassCount = 1;
+ info.pSubpasses = &subpass;
+ info.dependencyCount = 1;
+ info.pDependencies = &dependency;
+ err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass);
+ check_vk_result(err);
+
+ // We do not create a pipeline by default as this is also used by examples' main.cpp,
+ // but secondary viewport in multi-viewport mode may want to create one with:
+ //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass);
+ }
+
+ // Create The Image Views
+ {
+ VkImageViewCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+ info.format = wd->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 < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+ info.image = fd->Backbuffer;
+ err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView);
+ check_vk_result(err);
+ }
+ }
+
+ // Create Framebuffer
+ if (wd->UseDynamicRendering == false)
+ {
+ VkImageView attachment[1];
+ VkFramebufferCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
+ info.renderPass = wd->RenderPass;
+ info.attachmentCount = 1;
+ info.pAttachments = attachment;
+ info.width = wd->Width;
+ info.height = wd->Height;
+ info.layers = 1;
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+ attachment[0] = fd->BackbufferView;
+ err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer);
+ check_vk_result(err);
+ }
+ }
+}
+
+// Create or resize window
+void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ (void)instance;
+ ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
+ ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
+}
+
+void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
+{
+ vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
+ //vkQueueWaitIdle(bd->Queue);
+
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
+ ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
+ }
+ IM_FREE(wd->Frames);
+ IM_FREE(wd->FrameSemaphores);
+ wd->Frames = nullptr;
+ wd->FrameSemaphores = nullptr;
+ vkDestroyPipeline(device, wd->Pipeline, allocator);
+ vkDestroyRenderPass(device, wd->RenderPass, allocator);
+ vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
+ vkDestroySurfaceKHR(instance, wd->Surface, allocator);
+
+ *wd = ImGui_ImplVulkanH_Window();
+}
+
+void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator)
+{
+ vkDestroyFence(device, fd->Fence, allocator);
+ vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer);
+ vkDestroyCommandPool(device, fd->CommandPool, allocator);
+ fd->Fence = VK_NULL_HANDLE;
+ fd->CommandBuffer = VK_NULL_HANDLE;
+ fd->CommandPool = VK_NULL_HANDLE;
+
+ vkDestroyImageView(device, fd->BackbufferView, allocator);
+ vkDestroyFramebuffer(device, fd->Framebuffer, allocator);
+}
+
+void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator)
+{
+ vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator);
+ vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator);
+ fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE;
+}
+
+void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
+{
+ if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; }
+ if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; }
+ if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; }
+ if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; }
+ buffers->VertexBufferSize = 0;
+ buffers->IndexBufferSize = 0;
+}
+
+void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
+{
+ for (uint32_t n = 0; n < buffers->Count; n++)
+ ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
+ IM_FREE(buffers->FrameRenderBuffers);
+ buffers->FrameRenderBuffers = nullptr;
+ buffers->Index = 0;
+ buffers->Count = 0;
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE