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	# Conflicts: # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # docs/CHANGELOG.txt # examples/example_win32_directx9/main.cpp # imgui_internal.h
		
			
				
	
	
		
			588 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			588 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Dear ImGui: standalone example application for SDL2 + Vulkan
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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//   You will use those if you want to use this rendering backend in your engine/app.
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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//   the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// Read comments in imgui_impl_vulkan.h.
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_vulkan.h"
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#include <stdio.h>          // printf, fprintf
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#include <stdlib.h>         // abort
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#include <SDL.h>
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#include <SDL_vulkan.h>
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#include <vulkan/vulkan.h>
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//#define IMGUI_UNLIMITED_FRAME_RATE
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#ifdef _DEBUG
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#define IMGUI_VULKAN_DEBUG_REPORT
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#endif
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// Data
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static VkAllocationCallbacks*   g_Allocator = nullptr;
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static VkInstance               g_Instance = VK_NULL_HANDLE;
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static VkPhysicalDevice         g_PhysicalDevice = VK_NULL_HANDLE;
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static VkDevice                 g_Device = VK_NULL_HANDLE;
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static uint32_t                 g_QueueFamily = (uint32_t)-1;
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static VkQueue                  g_Queue = VK_NULL_HANDLE;
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static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
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static VkPipelineCache          g_PipelineCache = VK_NULL_HANDLE;
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static VkDescriptorPool         g_DescriptorPool = VK_NULL_HANDLE;
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static ImGui_ImplVulkanH_Window g_MainWindowData;
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static uint32_t                 g_MinImageCount = 2;
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static bool                     g_SwapChainRebuild = false;
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static void check_vk_result(VkResult err)
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{
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    if (err == 0)
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        return;
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    fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
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    if (err < 0)
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        abort();
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}
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#ifdef IMGUI_VULKAN_DEBUG_REPORT
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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)
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{
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    (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
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    fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
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    return VK_FALSE;
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}
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#endif // IMGUI_VULKAN_DEBUG_REPORT
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static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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{
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    VkResult err;
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    // Create Vulkan Instance
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    {
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        VkInstanceCreateInfo create_info = {};
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        create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
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        create_info.enabledExtensionCount = extensions_count;
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        create_info.ppEnabledExtensionNames = extensions;
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#ifdef IMGUI_VULKAN_DEBUG_REPORT
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        // Enabling validation layers
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        const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
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        create_info.enabledLayerCount = 1;
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        create_info.ppEnabledLayerNames = layers;
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        // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
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        const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
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        memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
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        extensions_ext[extensions_count] = "VK_EXT_debug_report";
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        create_info.enabledExtensionCount = extensions_count + 1;
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        create_info.ppEnabledExtensionNames = extensions_ext;
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        // Create Vulkan Instance
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        err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
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        check_vk_result(err);
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        free(extensions_ext);
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        // Get the function pointer (required for any extensions)
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        auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
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        IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
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        // Setup the debug report callback
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        VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
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        debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
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        debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
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        debug_report_ci.pfnCallback = debug_report;
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        debug_report_ci.pUserData = nullptr;
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        err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
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        check_vk_result(err);
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#else
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        // Create Vulkan Instance without any debug feature
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        err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
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        check_vk_result(err);
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        IM_UNUSED(g_DebugReport);
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#endif
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    }
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    // Select GPU
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    {
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        uint32_t gpu_count;
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        err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
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        check_vk_result(err);
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        IM_ASSERT(gpu_count > 0);
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        VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
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        err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
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        check_vk_result(err);
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        // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
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        // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
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        // dedicated GPUs) is out of scope of this sample.
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        int use_gpu = 0;
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        for (int i = 0; i < (int)gpu_count; i++)
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        {
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            VkPhysicalDeviceProperties properties;
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            vkGetPhysicalDeviceProperties(gpus[i], &properties);
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            if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
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            {
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                use_gpu = i;
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                break;
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            }
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        }
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        g_PhysicalDevice = gpus[use_gpu];
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        free(gpus);
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    }
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    // Select graphics queue family
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    {
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        uint32_t count;
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        vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
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        VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
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        vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
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        for (uint32_t i = 0; i < count; i++)
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            if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
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            {
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                g_QueueFamily = i;
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                break;
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            }
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        free(queues);
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        IM_ASSERT(g_QueueFamily != (uint32_t)-1);
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    }
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    // Create Logical Device (with 1 queue)
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    {
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        int device_extension_count = 1;
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        const char* device_extensions[] = { "VK_KHR_swapchain" };
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        const float queue_priority[] = { 1.0f };
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        VkDeviceQueueCreateInfo queue_info[1] = {};
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        queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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        queue_info[0].queueFamilyIndex = g_QueueFamily;
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        queue_info[0].queueCount = 1;
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        queue_info[0].pQueuePriorities = queue_priority;
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        VkDeviceCreateInfo create_info = {};
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        create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
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        create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
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        create_info.pQueueCreateInfos = queue_info;
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        create_info.enabledExtensionCount = device_extension_count;
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        create_info.ppEnabledExtensionNames = device_extensions;
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        err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
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        check_vk_result(err);
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        vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
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    }
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    // Create Descriptor Pool
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    {
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        VkDescriptorPoolSize pool_sizes[] =
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        {
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            { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
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            { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
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            { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
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            { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
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            { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
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            { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
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            { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
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            { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
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            { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
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            { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
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            { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
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        };
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        VkDescriptorPoolCreateInfo pool_info = {};
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        pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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        pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
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        pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
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        pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
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        pool_info.pPoolSizes = pool_sizes;
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        err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
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        check_vk_result(err);
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    }
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}
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// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
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// Your real engine/app may not use them.
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static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
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{
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    wd->Surface = surface;
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    // Check for WSI support
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    VkBool32 res;
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    vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
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    if (res != VK_TRUE)
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    {
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        fprintf(stderr, "Error no WSI support on physical device 0\n");
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        exit(-1);
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    }
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    // Select Surface Format
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    const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
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    const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
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    wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
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    // Select Present Mode
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#ifdef IMGUI_UNLIMITED_FRAME_RATE
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    VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
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#else
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    VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
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#endif
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    wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
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    //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
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    // Create SwapChain, RenderPass, Framebuffer, etc.
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    IM_ASSERT(g_MinImageCount >= 2);
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    ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
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}
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static void CleanupVulkan()
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{
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    vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
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#ifdef IMGUI_VULKAN_DEBUG_REPORT
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    // Remove the debug report callback
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    auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
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    vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
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#endif // IMGUI_VULKAN_DEBUG_REPORT
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    vkDestroyDevice(g_Device, g_Allocator);
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    vkDestroyInstance(g_Instance, g_Allocator);
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}
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static void CleanupVulkanWindow()
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{
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    ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
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}
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static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
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{
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    VkResult err;
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    VkSemaphore image_acquired_semaphore  = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
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    VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
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    err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
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    if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
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    {
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        g_SwapChainRebuild = true;
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        return;
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    }
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    check_vk_result(err);
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    ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
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    {
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        err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX);    // wait indefinitely instead of periodically checking
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        check_vk_result(err);
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        err = vkResetFences(g_Device, 1, &fd->Fence);
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        check_vk_result(err);
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    }
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    {
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        err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
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        check_vk_result(err);
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        VkCommandBufferBeginInfo info = {};
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        info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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        info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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        err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
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        check_vk_result(err);
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    }
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    {
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        VkRenderPassBeginInfo info = {};
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        info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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        info.renderPass = wd->RenderPass;
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        info.framebuffer = fd->Framebuffer;
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        info.renderArea.extent.width = wd->Width;
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        info.renderArea.extent.height = wd->Height;
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        info.clearValueCount = 1;
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        info.pClearValues = &wd->ClearValue;
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        vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
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    }
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    // Record dear imgui primitives into command buffer
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    ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
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    // Submit command buffer
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    vkCmdEndRenderPass(fd->CommandBuffer);
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    {
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        VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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        VkSubmitInfo info = {};
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        info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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        info.waitSemaphoreCount = 1;
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        info.pWaitSemaphores = &image_acquired_semaphore;
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        info.pWaitDstStageMask = &wait_stage;
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        info.commandBufferCount = 1;
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        info.pCommandBuffers = &fd->CommandBuffer;
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        info.signalSemaphoreCount = 1;
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        info.pSignalSemaphores = &render_complete_semaphore;
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        err = vkEndCommandBuffer(fd->CommandBuffer);
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        check_vk_result(err);
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        err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
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        check_vk_result(err);
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    }
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}
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static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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{
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    if (g_SwapChainRebuild)
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        return;
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    VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
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    VkPresentInfoKHR info = {};
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    info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
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    info.waitSemaphoreCount = 1;
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    info.pWaitSemaphores = &render_complete_semaphore;
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    info.swapchainCount = 1;
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    info.pSwapchains = &wd->Swapchain;
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    info.pImageIndices = &wd->FrameIndex;
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    VkResult err = vkQueuePresentKHR(g_Queue, &info);
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    if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
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    {
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        g_SwapChainRebuild = true;
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        return;
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    }
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    check_vk_result(err);
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    wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
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}
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// Main code
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int main(int, char**)
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{
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    // Setup SDL
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    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);
 | 
						|
    uint32_t extensions_count = 0;
 | 
						|
    SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, nullptr);
 | 
						|
    const char** extensions = new const char*[extensions_count];
 | 
						|
    SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions);
 | 
						|
    SetupVulkan(extensions, extensions_count);
 | 
						|
    delete[] 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
 | 
						|
    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;         // Enable Docking
 | 
						|
    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;       // Enable Multi-Viewport / Platform Windows
 | 
						|
    //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
 | 
						|
    //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
 | 
						|
 | 
						|
    // Setup Dear ImGui style
 | 
						|
    ImGui::StyleColorsDark();
 | 
						|
    //ImGui::StyleColorsLight();
 | 
						|
 | 
						|
    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
 | 
						|
    ImGuiStyle& style = ImGui::GetStyle();
 | 
						|
    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
 | 
						|
    {
 | 
						|
        style.WindowRounding = 0.0f;
 | 
						|
        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
 | 
						|
    }
 | 
						|
 | 
						|
    // 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);
 | 
						|
 | 
						|
    // Upload Fonts
 | 
						|
    {
 | 
						|
        // Use any command queue
 | 
						|
        VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
 | 
						|
        VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
 | 
						|
 | 
						|
        err = vkResetCommandPool(g_Device, command_pool, 0);
 | 
						|
        check_vk_result(err);
 | 
						|
        VkCommandBufferBeginInfo begin_info = {};
 | 
						|
        begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
 | 
						|
        begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
 | 
						|
        err = vkBeginCommandBuffer(command_buffer, &begin_info);
 | 
						|
        check_vk_result(err);
 | 
						|
 | 
						|
        ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
 | 
						|
 | 
						|
        VkSubmitInfo end_info = {};
 | 
						|
        end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
 | 
						|
        end_info.commandBufferCount = 1;
 | 
						|
        end_info.pCommandBuffers = &command_buffer;
 | 
						|
        err = vkEndCommandBuffer(command_buffer);
 | 
						|
        check_vk_result(err);
 | 
						|
        err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
 | 
						|
        check_vk_result(err);
 | 
						|
 | 
						|
        err = vkDeviceWaitIdle(g_Device);
 | 
						|
        check_vk_result(err);
 | 
						|
        ImGui_ImplVulkan_DestroyFontUploadObjects();
 | 
						|
    }
 | 
						|
 | 
						|
    // 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* main_draw_data = ImGui::GetDrawData();
 | 
						|
        const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
 | 
						|
        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;
 | 
						|
        if (!main_is_minimized)
 | 
						|
            FrameRender(wd, main_draw_data);
 | 
						|
 | 
						|
        // Update and Render additional Platform Windows
 | 
						|
        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
 | 
						|
        {
 | 
						|
            ImGui::UpdatePlatformWindows();
 | 
						|
            ImGui::RenderPlatformWindowsDefault();
 | 
						|
        }
 | 
						|
 | 
						|
        // Present Main Platform Window
 | 
						|
        if (!main_is_minimized)
 | 
						|
            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;
 | 
						|
}
 |