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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_vulkan.h # docs/CHANGELOG.txt
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@@ -66,6 +66,18 @@
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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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@@ -89,21 +101,26 @@ 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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void (*CheckVkResultFn)(VkResult err);
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VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
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VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
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// (Optional) Customize default vertex/fragment shaders.
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// - if .sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO we use specified structs, otherwise we use defaults.
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// - Shader inputs/outputs need to match ours. Code/data pointed to by the structure needs to survive for whole during of backend usage.
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VkShaderModuleCreateInfo CustomShaderVertCreateInfo;
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VkShaderModuleCreateInfo CustomShaderFragCreateInfo;
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};
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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@@ -116,16 +133,7 @@ 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_MainPipelineCreateInfo
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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_MainPipelineCreateInfo& 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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@@ -176,7 +184,7 @@ struct ImGui_ImplVulkanH_Frame;
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struct ImGui_ImplVulkanH_Window;
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// Helpers
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IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
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IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage);
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IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator);
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IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
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IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
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