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authorgrm <grm@eyesin.space>2026-03-14 02:29:15 +0200
committergrm <grm@eyesin.space>2026-03-14 02:29:15 +0200
commit650e5afde271d22b3653832daf339e1bd09a10d6 (patch)
treecc5e536b0150de1109daa43a055547d2266e60dd /lib/imgui-1.92.6/backends/imgui_impl_vulkan.h
parent20e64711ce2a09b657fb79d59cb824e9e34d2b07 (diff)
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Migrate to imgui 1.92.6 and SDL3HEADmaster
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+// dear imgui: Renderer Backend for Vulkan
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
+// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
+// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
+
+// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
+// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+// You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+#pragma once
+#ifndef IMGUI_DISABLE
+#include "imgui.h" // IMGUI_IMPL_API
+
+// [Configuration] in order to use a custom Vulkan function loader:
+// (1) You'll need to disable default Vulkan function prototypes.
+// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
+// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
+// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
+// - Or as a compilation flag in your build system
+// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
+// - Do not simply add it in a .cpp file!
+// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
+// If you have no idea what this is, leave it alone!
+//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
+
+// [Configuration] Convenience support for Volk
+// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
+// (When using Volk from directory outside your include directories list you can specify full path to the volk.h header,
+// for example when using Volk from VulkanSDK and using include_directories(${Vulkan_INCLUDE_DIRS})' from 'find_package(Vulkan REQUIRED)')
+//#define IMGUI_IMPL_VULKAN_USE_VOLK
+//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <Volk/volk.h>
+//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <volk.h> // Default
+// Reminder: make those changes in your imconfig.h file, not here!
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
+#endif
+
+#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
+#define VK_NO_PROTOTYPES
+#endif
+#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
+#define NOMINMAX
+#endif
+
+// Vulkan includes
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+#ifdef IMGUI_IMPL_VULKAN_VOLK_FILENAME
+#include IMGUI_IMPL_VULKAN_VOLK_FILENAME
+#else
+#include <volk.h>
+#endif
+#else
+#include <vulkan/vulkan.h>
+#endif
+#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
+#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+#endif
+
+// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
+#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas
+
+// Specify settings to create pipeline and swapchain
+struct ImGui_ImplVulkan_PipelineInfo
+{
+ VkRenderPass RenderPass; // Ignored if using dynamic rendering
+ uint32_t Subpass; //
+ VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+ VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
+#endif
+};
+
+// Initialization data, for ImGui_ImplVulkan_Init()
+// [Please zero-clear before use!]
+// - About descriptor pool:
+// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
+// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
+// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
+// - About dynamic rendering:
+// - When using dynamic rendering, set UseDynamicRendering=true + fill PipelineInfoMain.PipelineRenderingCreateInfo structure.
+struct ImGui_ImplVulkan_InitInfo
+{
+ uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE)
+ VkInstance Instance;
+ VkPhysicalDevice PhysicalDevice;
+ VkDevice Device;
+ uint32_t QueueFamily;
+ VkQueue Queue;
+ VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
+ uint32_t DescriptorPoolSize; // Optional: set to create internal descriptor pool automatically instead of using DescriptorPool.
+ uint32_t MinImageCount; // >= 2
+ uint32_t ImageCount; // >= MinImageCount
+ VkPipelineCache PipelineCache; // Optional
+
+ // Pipeline
+ ImGui_ImplVulkan_PipelineInfo PipelineInfoMain; // Infos for Main Viewport (created by app/user)
+ //VkRenderPass RenderPass; // --> Since 2025/09/26: set 'PipelineInfoMain.RenderPass' instead
+ //uint32_t Subpass; // --> Since 2025/09/26: set 'PipelineInfoMain.Subpass' instead
+ //VkSampleCountFlagBits MSAASamples; // --> Since 2025/09/26: set 'PipelineInfoMain.MSAASamples' instead
+ //VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Since 2025/09/26: set 'PipelineInfoMain.PipelineRenderingCreateInfo' instead
+
+ // (Optional) Dynamic Rendering
+ // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo.
+ bool UseDynamicRendering;
+
+ // (Optional) Allocation, Debugging
+ const VkAllocationCallbacks* Allocator;
+ void (*CheckVkResultFn)(VkResult err);
+ VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
+
+ // (Optional) Customize default vertex/fragment shaders.
+ // - if .sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO we use specified structs, otherwise we use defaults.
+ // - Shader inputs/outputs need to match ours. Code/data pointed to by the structure needs to survive for whole during of backend usage.
+ VkShaderModuleCreateInfo CustomShaderVertCreateInfo;
+ VkShaderModuleCreateInfo CustomShaderFragCreateInfo;
+};
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
+IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
+IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
+
+// (Advanced) Use e.g. if you need to recreate pipeline without reinitializing the backend (see #8110, #8111)
+// 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))
+// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
+IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
+
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
+
+// Register a texture (VkDescriptorSet == ImTextureID)
+// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
+// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
+IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
+IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
+
+// Optional: load Vulkan functions with a custom function loader
+// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
+IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
+
+// [BETA] Selected render state data shared with callbacks.
+// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
+// (Please open an issue if you feel you need access to more data)
+struct ImGui_ImplVulkan_RenderState
+{
+ VkCommandBuffer CommandBuffer;
+ VkPipeline Pipeline;
+ VkPipelineLayout PipelineLayout;
+};
+
+//-------------------------------------------------------------------------
+// Internal / Miscellaneous Vulkan Helpers
+//-------------------------------------------------------------------------
+// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
+//
+// You probably do NOT need to use or care about those functions.
+// WE DO NOT PROVIDE STRONG GUARANTEES OF BACKWARD/FORWARD COMPATIBILITY.
+// Those functions only exist because:
+// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
+// 2) the multi-viewport / platform window implementation needs them internally.
+// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
+// but it is too much code to duplicate everywhere so we exceptionally expose them.
+//
+// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
+// render pass, frame buffers, etc.). You may read this code if you are curious, but
+// it is recommended you use your own custom tailored code to do equivalent work.
+//
+// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
+// by the regular ImGui_ImplVulkan_XXX functions.
+//-------------------------------------------------------------------------
+
+struct ImGui_ImplVulkanH_Frame;
+struct ImGui_ImplVulkanH_Window;
+
+// Helpers
+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);
+IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator);
+IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
+IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
+IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
+IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
+IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
+
+// Helper structure to hold the data needed by one rendering frame
+// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkanH_Frame
+{
+ VkCommandPool CommandPool;
+ VkCommandBuffer CommandBuffer;
+ VkFence Fence;
+ VkImage Backbuffer;
+ VkImageView BackbufferView;
+ VkFramebuffer Framebuffer;
+};
+
+struct ImGui_ImplVulkanH_FrameSemaphores
+{
+ VkSemaphore ImageAcquiredSemaphore;
+ VkSemaphore RenderCompleteSemaphore;
+};
+
+// Helper structure to hold the data needed by one rendering context into one OS window
+// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
+struct ImGui_ImplVulkanH_Window
+{
+ // Input
+ bool UseDynamicRendering;
+ VkSurfaceKHR Surface; // Surface created and destroyed by caller.
+ VkSurfaceFormatKHR SurfaceFormat;
+ VkPresentModeKHR PresentMode;
+ VkAttachmentDescription AttachmentDesc; // RenderPass creation: main attachment description.
+ VkClearValue ClearValue; // RenderPass creation: clear value when using VK_ATTACHMENT_LOAD_OP_CLEAR.
+
+ // Internal
+ int Width; // Generally same as passed to ImGui_ImplVulkanH_CreateOrResizeWindow()
+ int Height;
+ VkSwapchainKHR Swapchain;
+ VkRenderPass RenderPass;
+ VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
+ uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
+ uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
+ uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
+ uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
+ ImVector<ImGui_ImplVulkanH_Frame> Frames;
+ ImVector<ImGui_ImplVulkanH_FrameSemaphores> FrameSemaphores;
+
+ ImGui_ImplVulkanH_Window()
+ {
+ memset((void*)this, 0, sizeof(*this));
+
+ // Parameters to create SwapChain
+ PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
+
+ // Parameters to create RenderPass
+ AttachmentDesc.format = VK_FORMAT_UNDEFINED; // Will automatically use wd->SurfaceFormat.format.
+ AttachmentDesc.samples = VK_SAMPLE_COUNT_1_BIT;
+ AttachmentDesc.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
+ AttachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
+ AttachmentDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+ AttachmentDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
+ AttachmentDesc.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ AttachmentDesc.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
+ }
+};
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE