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(Breaking) Backends: Vulkan: moved fields in ImGui_ImplVulkan_InitInfo: RenderPass, Subpass, MSAASamples, PipelineRenderingCreateInfo. (#8946, #8110, #8111, #8686)
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@@ -65,6 +65,18 @@
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// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
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#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas
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// Specify settings to create pipeline and swapchain
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struct ImGui_ImplVulkan_PipelineInfo
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{
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// For Main and Secondary viewports
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VkRenderPass RenderPass; // Ignored if using dynamic rendering
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uint32_t Subpass; //
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VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
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#endif
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};
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// Initialization data, for ImGui_ImplVulkan_Init()
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// [Please zero-clear before use!]
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// - About descriptor pool:
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@@ -88,16 +100,15 @@ struct ImGui_ImplVulkan_InitInfo
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VkPipelineCache PipelineCache; // Optional
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// Pipeline
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VkRenderPass RenderPass; // Ignored if using dynamic rendering
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uint32_t Subpass;
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VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
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ImGui_ImplVulkan_PipelineInfo PipelineInfoMain; // Infos for Main Viewport (created by app/user)
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//VkRenderPass RenderPass; // --> Since 2025/09/26: set 'PipelineInfoMain.RenderPass' instead
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//uint32_t Subpass; // --> Since 2025/09/26: set 'PipelineInfoMain.Subpass' instead
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//VkSampleCountFlagBits MSAASamples; // --> Since 2025/09/26: set 'PipelineInfoMain.MSAASamples' instead
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//VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Since 2025/09/26: set 'PipelineInfoMain.PipelineRenderingCreateInfo' instead
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// (Optional) Dynamic Rendering
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// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineRenderingCreateInfo.
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// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo.
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bool UseDynamicRendering;
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
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#endif
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// (Optional) Allocation, Debugging
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const VkAllocationCallbacks* Allocator;
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@@ -121,16 +132,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_i
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// (Advanced) Use e.g. if you need to recreate pipeline without reinitializing the backend (see #8110, #8111)
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// The main window pipeline will be created by ImGui_ImplVulkan_Init() if possible (== RenderPass xor (UseDynamicRendering && PipelineRenderingCreateInfo->sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR))
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// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
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struct ImGui_ImplVulkan_PipelineInfo
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{
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VkRenderPass RenderPass = VK_NULL_HANDLE;
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uint32_t Subpass = 0;
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VkSampleCountFlagBits MSAASamples = {};
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
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#endif
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};
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IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext)))
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IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
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