From 650e5afde271d22b3653832daf339e1bd09a10d6 Mon Sep 17 00:00:00 2001 From: grm Date: Sat, 14 Mar 2026 02:29:15 +0200 Subject: Migrate to imgui 1.92.6 and SDL3 --- lib/imgui-1.90.7/backends/imgui_impl_vulkan.h | 195 -------------------------- 1 file changed, 195 deletions(-) delete mode 100644 lib/imgui-1.90.7/backends/imgui_impl_vulkan.h (limited to 'lib/imgui-1.90.7/backends/imgui_impl_vulkan.h') diff --git a/lib/imgui-1.90.7/backends/imgui_impl_vulkan.h b/lib/imgui-1.90.7/backends/imgui_impl_vulkan.h deleted file mode 100644 index c174a6c..0000000 --- a/lib/imgui-1.90.7/backends/imgui_impl_vulkan.h +++ /dev/null @@ -1,195 +0,0 @@ -// 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 ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. - -// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. -// See imgui_impl_vulkan.cpp file for details. - -// 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 - -// Convenience support for Volk -// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) -//#define IMGUI_IMPL_VULKAN_USE_VOLK - -#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 -#include -#else -#include -#endif -#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) -#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING -#endif - -// Initialization data, for ImGui_ImplVulkan_Init() -// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, -// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor. -// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. -// [Please zero-clear before use!] -struct ImGui_ImplVulkan_InitInfo -{ - VkInstance Instance; - VkPhysicalDevice PhysicalDevice; - VkDevice Device; - uint32_t QueueFamily; - VkQueue Queue; - VkDescriptorPool DescriptorPool; // See requirements in note above - VkRenderPass RenderPass; // Ignored if using dynamic rendering - uint32_t MinImageCount; // >= 2 - uint32_t ImageCount; // >= MinImageCount - VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT - - // (Optional) - VkPipelineCache PipelineCache; - uint32_t Subpass; - - // (Optional) Dynamic Rendering - // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. - bool UseDynamicRendering; -#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING - VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; -#endif - - // (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. -}; - -// Called by user code -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 bool ImGui_ImplVulkan_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) - -// 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(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); - -//------------------------------------------------------------------------- -// 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. -// 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 bindings, -// 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 to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. -// (The ImGui_ImplVulkanH_XXX functions do 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* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); -IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, 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 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 -{ - int Width; - int Height; - VkSwapchainKHR Swapchain; - VkSurfaceKHR Surface; - VkSurfaceFormatKHR SurfaceFormat; - VkPresentModeKHR PresentMode; - VkRenderPass RenderPass; - VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo - bool UseDynamicRendering; - bool ClearEnable; - VkClearValue ClearValue; - 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) - ImGui_ImplVulkanH_Frame* Frames; - ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; - - ImGui_ImplVulkanH_Window() - { - memset((void*)this, 0, sizeof(*this)); - PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. - ClearEnable = true; - } -}; - -#endif // #ifndef IMGUI_DISABLE -- cgit v1.2.3