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// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_impl_vulkan.h"
#include <stdio.h>
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "impl_vulkan.h"
}
// By-value struct conversions
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cimgui::cImGui_ImplVulkan_Init(cimgui::ImGui_ImplVulkan_InitInfo* info)
{
return ::ImGui_ImplVulkan_Init(reinterpret_cast<::ImGui_ImplVulkan_InitInfo*>(info));
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_Shutdown(void)
{
::ImGui_ImplVulkan_Shutdown();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_NewFrame(void)
{
::ImGui_ImplVulkan_NewFrame();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_RenderDrawData(cimgui::ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
{
::ImGui_ImplVulkan_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data), command_buffer, pipeline);
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplVulkan_CreateFontsTexture(void)
{
return ::ImGui_ImplVulkan_CreateFontsTexture();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_DestroyFontsTexture(void)
{
::ImGui_ImplVulkan_DestroyFontsTexture();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
{
::ImGui_ImplVulkan_SetMinImageCount(min_image_count);
}
CIMGUI_IMPL_API VkDescriptorSet cimgui::cImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
{
return ::ImGui_ImplVulkan_AddTexture(sampler, image_view, image_layout);
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
{
::ImGui_ImplVulkan_RemoveTexture(descriptor_set);
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction (*loader_func)(const char* function_name, void* user_data), void* user_data)
{
return ::ImGui_ImplVulkan_LoadFunctions(loader_func, user_data);
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, cimgui::ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count)
{
::ImGui_ImplVulkanH_CreateOrResizeWindow(instance, physical_device, device, reinterpret_cast<::ImGui_ImplVulkanH_Window*>(wnd), queue_family, allocator, w, h, min_image_count);
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, cimgui::ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator)
{
::ImGui_ImplVulkanH_DestroyWindow(instance, device, reinterpret_cast<::ImGui_ImplVulkanH_Window*>(wnd), allocator);
}
CIMGUI_IMPL_API VkSurfaceFormatKHR cimgui::cImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space)
{
return ::ImGui_ImplVulkanH_SelectSurfaceFormat(physical_device, surface, request_formats, request_formats_count, request_color_space);
}
CIMGUI_IMPL_API VkPresentModeKHR cimgui::cImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count)
{
return ::ImGui_ImplVulkanH_SelectPresentMode(physical_device, surface, request_modes, request_modes_count);
}
CIMGUI_IMPL_API int cimgui::cImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode)
{
return ::ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(present_mode);
}
#endif // #ifndef IMGUI_DISABLE

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// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// 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. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See 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: 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.
// Auto-generated forward declarations for C header
typedef struct ImGui_ImplVulkan_InitInfo_t ImGui_ImplVulkan_InitInfo;
typedef struct ImGui_ImplVulkan_RenderState_t ImGui_ImplVulkan_RenderState;
typedef struct ImGui_ImplVulkanH_FrameSemaphores_t ImGui_ImplVulkanH_FrameSemaphores;
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#ifndef IMGUI_DISABLE
#include "../dcimgui.h"
// [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(IMGUI_IMPL_VULKAN_NO_PROTOTYPES)&&!defined(VK_NO_PROTOTYPES)
#if defined(VK_USE_PLATFORM_WIN32_KHR)&&!defined(NOMINMAX)
#define NOMINMAX
#endif // #if defined(VK_USE_PLATFORM_WIN32_KHR)&&!defined(NOMINMAX)
// Vulkan includes
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#include <volk.h>
#else
#include <vulkan/vulkan.h>
#endif // #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#if defined(VK_VERSION_1_3)|| defined(VK_KHR_dynamic_rendering)
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#endif // #if defined(VK_VERSION_1_3)|| defined(VK_KHR_dynamic_rendering)
// 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.
// - Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
// - It is expected that as early as Q1 2025 the backend will use a few more descriptors, so aim at 10 + number of desierd calls to ImGui_ImplVulkan_AddTexture().
// - About dynamic rendering:
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
struct ImGui_ImplVulkan_InitInfo_t
{
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
uint32_t QueueFamily;
VkQueue Queue;
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
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) Set to create internal descriptor pool instead of using DescriptorPool
uint32_t DescriptorPoolSize;
// (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 // #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
// (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.
};
typedef struct ImDrawData_t ImDrawData;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
CIMGUI_IMPL_API bool cImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
CIMGUI_IMPL_API void cImGui_ImplVulkan_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplVulkan_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline /* = VK_NULL_HANDLE */);
CIMGUI_IMPL_API bool cImGui_ImplVulkan_CreateFontsTexture(void);
CIMGUI_IMPL_API void cImGui_ImplVulkan_DestroyFontsTexture(void);
CIMGUI_IMPL_API void cImGui_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.
CIMGUI_IMPL_API VkDescriptorSet cImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
CIMGUI_IMPL_API void cImGui_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
CIMGUI_IMPL_API bool cImGui_ImplVulkan_LoadFunctions(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_t
{
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.
// 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)
//-------------------------------------------------------------------------
typedef struct ImGui_ImplVulkanH_Frame_t ImGui_ImplVulkanH_Frame;
typedef struct ImGui_ImplVulkanH_Window_t ImGui_ImplVulkanH_Window;
// Helpers
CIMGUI_IMPL_API void cImGui_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);
CIMGUI_IMPL_API void cImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
CIMGUI_IMPL_API VkSurfaceFormatKHR cImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
CIMGUI_IMPL_API VkPresentModeKHR cImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
CIMGUI_IMPL_API int cImGui_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_t
{
VkCommandPool CommandPool;
VkCommandBuffer CommandBuffer;
VkFence Fence;
VkImage Backbuffer;
VkImageView BackbufferView;
VkFramebuffer Framebuffer;
};
struct ImGui_ImplVulkanH_FrameSemaphores_t
{
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_t
{
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;
};
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif

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package impl_vulkan
import imgui "../"
import vk "vendor:vulkan"
when ODIN_OS == .Windows {
foreign import impl_vulkan "../lib/dcimgui_impl_vulkan.lib"
} else when ODIN_OS == .Linux {
foreign import impl_vulkan "../lib/linux/libdcimgui_impl_vulkan.a"
} else when ODIN_OS == .Darwin {
foreign import impl_vulkan "../lib/darwin/libdcimgui_impl_vulkan_arm64.a"
// #panic(`Vulkan backend is not implemented yet for macOS; Consider using Metal instead`)
}
@(default_calling_convention = "cdecl", link_prefix = "cImGui_ImplVulkan_")
foreign impl_vulkan {
Init :: proc(info: ^InitInfo) -> b8 ---
Shutdown :: proc() ---
NewFrame :: proc() ---
RenderDrawData :: proc(draw_data: ^imgui.ImDrawData, command_buffer: vk.CommandBuffer, pipeline: vk.Pipeline = 0) ---
CreateFontsTexture :: proc() -> b8 ---
DestroyFontsTexture :: proc() ---
SetMinImageCount :: proc(min_image_count: u32) ---
AddTexture :: proc(sampler: vk.Sampler, image_view: vk.ImageView, image_layout: vk.ImageLayout) -> vk.DescriptorSet ---
RemoveTexture :: proc(descriptor_set: vk.DescriptorSet) ---
LoadFunctions :: proc(loader_func: proc(function_name: cstring, user_data: rawptr), user_data: rawptr = nil) -> b8 ---
}
@(default_calling_convention = "cdecl", link_prefix = "cImGui_ImplVulkanH_")
foreign impl_vulkan {
CreateOrResizeWindow :: proc(
instance: vk.Instance,
physical_device: vk.PhysicalDevice,
device: vk.Device,
wnd: ^Window,
queue_family: u32,
allocator: ^vk.AllocationCallbacks,
w: i32,
h: i32,
min_image_count: u32) ---
DestroyWindow :: proc(instance: vk.Instance, device: vk.Device, wnd: ^Window, allocator: ^vk.AllocationCallbacks) ---
SelectSurfaceFormat :: proc(physical_device: vk.PhysicalDevice, surface: vk.SurfaceKHR, request_formats: [^]vk.Format, request_formats_count: i32, request_color_space: vk.ColorSpaceKHR) -> vk.SurfaceFormatKHR ---
SelectPresentMode :: proc(physical_device: vk.PhysicalDevice, surface: vk.SurfaceKHR, request_modes: [^]vk.PresentModeKHR, request_modes_count: i32) -> vk.PresentModeKHR ---
GetMinImageCountFromPresentMode :: proc(present_mode: vk.PresentModeKHR) -> i32 ---
}
InitInfo :: struct {
Instance: vk.Instance,
PhysicalDevice: vk.PhysicalDevice,
Device: vk.Device,
QueueFamily: u32,
Queue: vk.Queue,
DescriptorPool: vk.DescriptorPool,
RenderPass: vk.RenderPass,
MinImageCount: u32,
ImageCount: u32,
MSAASamples: vk.SampleCountFlags,
PipelineCache: vk.PipelineCache,
Subpass: u32,
DescriptorPoolSize: u32,
UseDynamicRendering: b8,
PipelineRenderingCreateInfo: vk.PipelineRenderingCreateInfoKHR,
Allocator: ^vk.AllocationCallbacks,
CheckVkResultFn: proc(err: vk.Result),
MinAllocationSize: vk.DeviceSize,
}
RenderState :: struct {
CommandBuffer: vk.CommandBuffer,
Pipeline: vk.Pipeline,
PipelineLayout: vk.PipelineLayout,
}
Frame :: struct {
CommandPool: vk.CommandPool,
CommandBuffer: vk.CommandBuffer,
Fence: vk.Fence,
Backbuffer: vk.Image,
BackbufferView: vk.ImageView,
Framebuffer: vk.Framebuffer,
}
FrameSemaphores :: struct {
ImageAcquiredSemaphore: vk.Semaphore,
RenderCompleteSemaphore: vk.Semaphore,
}
Window :: struct {
Width: i32,
Height: i32,
Swapchain: vk.SwapchainKHR,
Surface: vk.SurfaceKHR,
SurfaceFormat: vk.SurfaceFormatKHR,
PresentMode: vk.PresentModeKHR,
RenderPass: vk.RenderPass,
Pipeline: vk.Pipeline,
UseDynamicRendering: b8,
ClearEnable: b8,
ClearValue: vk.ClearValue,
FrameIndex: u32,
ImageCount: u32,
SemaphoreCount: u32,
SemaphoreIndex: u32,
Frames: [^]Frame,
FrameSemaphores: [^]FrameSemaphores,
}