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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/examples/example_sdl2_vulkan
downloadfsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.tar.gz
fsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.zip
Move into version control
Diffstat (limited to '')
-rw-r--r--src/imgui/examples/example_sdl2_vulkan/build_win32.bat10
-rw-r--r--src/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj190
-rw-r--r--src/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters64
-rw-r--r--src/imgui/examples/example_sdl2_vulkan/main.cpp570
4 files changed, 834 insertions, 0 deletions
diff --git a/src/imgui/examples/example_sdl2_vulkan/build_win32.bat b/src/imgui/examples/example_sdl2_vulkan/build_win32.bat
new file mode 100644
index 0000000..8a4aefc
--- /dev/null
+++ b/src/imgui/examples/example_sdl2_vulkan/build_win32.bat
@@ -0,0 +1,10 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl2_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/src/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj b/src/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj
new file mode 100644
index 0000000..ba6afaf
--- /dev/null
+++ b/src/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj
@@ -0,0 +1,190 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
+ <RootNamespace>example_sdl2_vulkan</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/src/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters b/src/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters
new file mode 100644
index 0000000..ab42485
--- /dev/null
+++ b/src/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/src/imgui/examples/example_sdl2_vulkan/main.cpp b/src/imgui/examples/example_sdl2_vulkan/main.cpp
new file mode 100644
index 0000000..bbd9eec
--- /dev/null
+++ b/src/imgui/examples/example_sdl2_vulkan/main.cpp
@@ -0,0 +1,570 @@
+// Dear ImGui: standalone example application for SDL2 + Vulkan
+
+// 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.
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_vulkan.h"
+#include <stdio.h> // printf, fprintf
+#include <stdlib.h> // abort
+#include <SDL.h>
+#include <SDL_vulkan.h>
+#include <vulkan/vulkan.h>
+//#include <vulkan/vulkan_beta.h>
+
+//#define IMGUI_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define IMGUI_VULKAN_DEBUG_REPORT
+#endif
+
+// Data
+static VkAllocationCallbacks* g_Allocator = nullptr;
+static VkInstance g_Instance = VK_NULL_HANDLE;
+static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
+static VkDevice g_Device = 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 VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
+
+static ImGui_ImplVulkanH_Window g_MainWindowData;
+static uint32_t g_MinImageCount = 2;
+static bool g_SwapChainRebuild = false;
+
+static void check_vk_result(VkResult err)
+{
+ if (err == 0)
+ return;
+ fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
+ if (err < 0)
+ abort();
+}
+
+#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 arguments
+ fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
+ return VK_FALSE;
+}
+#endif // IMGUI_VULKAN_DEBUG_REPORT
+
+static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
+{
+ for (const VkExtensionProperties& p : properties)
+ if (strcmp(p.extensionName, extension) == 0)
+ return true;
+ return false;
+}
+
+static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
+{
+ uint32_t gpu_count;
+ VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
+ check_vk_result(err);
+ IM_ASSERT(gpu_count > 0);
+
+ ImVector<VkPhysicalDevice> gpus;
+ gpus.resize(gpu_count);
+ err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
+ check_vk_result(err);
+
+ // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
+ // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
+ // dedicated GPUs) is out of scope of this sample.
+ for (VkPhysicalDevice& device : gpus)
+ {
+ VkPhysicalDeviceProperties properties;
+ vkGetPhysicalDeviceProperties(device, &properties);
+ if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
+ return device;
+ }
+
+ // Use first GPU (Integrated) is a Discrete one is not available.
+ if (gpu_count > 0)
+ return gpus[0];
+ return VK_NULL_HANDLE;
+}
+
+static void SetupVulkan(ImVector<const char*> instance_extensions)
+{
+ VkResult err;
+
+ // Create Vulkan Instance
+ {
+ VkInstanceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+
+ // Enumerate available extensions
+ uint32_t properties_count;
+ ImVector<VkExtensionProperties> properties;
+ vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
+ check_vk_result(err);
+
+ // Enable required extensions
+ if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
+ instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
+#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
+ {
+ instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
+ create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
+ }
+#endif
+
+ // Enabling validation layers
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+ const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
+ create_info.enabledLayerCount = 1;
+ create_info.ppEnabledLayerNames = layers;
+ instance_extensions.push_back("VK_EXT_debug_report");
+#endif
+
+ // Create Vulkan Instance
+ create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
+ create_info.ppEnabledExtensionNames = instance_extensions.Data;
+ err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+ check_vk_result(err);
+
+ // Setup the debug report callback
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+ auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+ IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
+ 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 = nullptr;
+ err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
+ check_vk_result(err);
+#endif
+ }
+
+ // Select Physical Device (GPU)
+ g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
+
+ // Select graphics queue family
+ {
+ uint32_t count;
+ vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
+ 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 != (uint32_t)-1);
+ }
+
+ // Create Logical Device (with 1 queue)
+ {
+ ImVector<const char*> device_extensions;
+ device_extensions.push_back("VK_KHR_swapchain");
+
+ // Enumerate physical device extension
+ uint32_t properties_count;
+ ImVector<VkExtensionProperties> properties;
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
+#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
+ device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
+#endif
+
+ 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 = (uint32_t)device_extensions.Size;
+ create_info.ppEnabledExtensionNames = device_extensions.Data;
+ err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
+ check_vk_result(err);
+ vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
+ }
+
+ // Create Descriptor Pool
+ // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
+ // If you wish to load e.g. additional textures you may need to alter pools sizes.
+ {
+ VkDescriptorPoolSize pool_sizes[] =
+ {
+ { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
+ };
+ 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 = 1;
+ 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);
+ }
+}
+
+// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
+// Your real engine/app may not use them.
+static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
+{
+ wd->Surface = surface;
+
+ // Check for WSI support
+ VkBool32 res;
+ vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
+ if (res != VK_TRUE)
+ {
+ fprintf(stderr, "Error no WSI support on physical device 0\n");
+ exit(-1);
+ }
+
+ // Select 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;
+ wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+ // Select Present Mode
+#ifdef IMGUI_UNLIMITED_FRAME_RATE
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+#else
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
+#endif
+ wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
+ //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
+
+ // Create SwapChain, RenderPass, Framebuffer, etc.
+ IM_ASSERT(g_MinImageCount >= 2);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
+}
+
+static void CleanupVulkan()
+{
+ vkDestroyDescriptorPool(g_Device, g_DescriptorPool, 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 CleanupVulkanWindow()
+{
+ ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
+}
+
+static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
+{
+ VkResult err;
+
+ VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ {
+ g_SwapChainRebuild = true;
+ return;
+ }
+ check_vk_result(err);
+
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
+ {
+ err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
+ check_vk_result(err);
+
+ err = vkResetFences(g_Device, 1, &fd->Fence);
+ 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 = wd->RenderPass;
+ info.framebuffer = fd->Framebuffer;
+ info.renderArea.extent.width = wd->Width;
+ info.renderArea.extent.height = wd->Height;
+ info.clearValueCount = 1;
+ info.pClearValues = &wd->ClearValue;
+ vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+ }
+
+ // Record dear imgui primitives into command buffer
+ ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
+
+ // Submit command buffer
+ 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 = &image_acquired_semaphore;
+ info.pWaitDstStageMask = &wait_stage;
+ info.commandBufferCount = 1;
+ info.pCommandBuffers = &fd->CommandBuffer;
+ info.signalSemaphoreCount = 1;
+ info.pSignalSemaphores = &render_complete_semaphore;
+
+ err = vkEndCommandBuffer(fd->CommandBuffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
+ check_vk_result(err);
+ }
+}
+
+static void FramePresent(ImGui_ImplVulkanH_Window* wd)
+{
+ if (g_SwapChainRebuild)
+ return;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ VkPresentInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &render_complete_semaphore;
+ info.swapchainCount = 1;
+ info.pSwapchains = &wd->Swapchain;
+ info.pImageIndices = &wd->FrameIndex;
+ VkResult err = vkQueuePresentKHR(g_Queue, &info);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ {
+ g_SwapChainRebuild = true;
+ return;
+ }
+ check_vk_result(err);
+ wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
+}
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+ SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+ // Create window with Vulkan graphics context
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return -1;
+ }
+
+ ImVector<const char*> extensions;
+ uint32_t extensions_count = 0;
+ SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, nullptr);
+ extensions.resize(extensions_count);
+ SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions.Data);
+ SetupVulkan(extensions);
+
+ // Create Window Surface
+ VkSurfaceKHR surface;
+ VkResult err;
+ if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
+ {
+ printf("Failed to create Vulkan surface.\n");
+ return 1;
+ }
+
+ // Create Framebuffers
+ int w, h;
+ SDL_GetWindowSize(window, &w, &h);
+ ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
+ SetupVulkanWindow(wd, surface, w, h);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL2_InitForVulkan(window);
+ ImGui_ImplVulkan_InitInfo init_info = {};
+ init_info.Instance = g_Instance;
+ init_info.PhysicalDevice = g_PhysicalDevice;
+ init_info.Device = g_Device;
+ init_info.QueueFamily = g_QueueFamily;
+ init_info.Queue = g_Queue;
+ init_info.PipelineCache = g_PipelineCache;
+ init_info.DescriptorPool = g_DescriptorPool;
+ init_info.Subpass = 0;
+ init_info.MinImageCount = g_MinImageCount;
+ init_info.ImageCount = wd->ImageCount;
+ init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
+ init_info.Allocator = g_Allocator;
+ init_info.CheckVkResultFn = check_vk_result;
+ ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
+
+ // 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 a nullptr. 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.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+ // - Read 'docs/FONTS.md' 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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // 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, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // 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_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // Resize swap chain?
+ if (g_SwapChainRebuild)
+ {
+ int width, height;
+ SDL_GetWindowSize(window, &width, &height);
+ if (width > 0 && height > 0)
+ {
+ ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
+ g_MainWindowData.FrameIndex = 0;
+ g_SwapChainRebuild = false;
+ }
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplVulkan_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ 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
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (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 / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+ if (!is_minimized)
+ {
+ wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+ wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+ wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+ wd->ClearValue.color.float32[3] = clear_color.w;
+ FrameRender(wd, draw_data);
+ FramePresent(wd);
+ }
+ }
+
+ // Cleanup
+ err = vkDeviceWaitIdle(g_Device);
+ check_vk_result(err);
+ ImGui_ImplVulkan_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupVulkanWindow();
+ CleanupVulkan();
+
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}