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3 changed files with 23 additions and 12 deletions
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@ -27,6 +27,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-09-26: Vulkan: Added a way to customize shaders by filling ImGui_ImplVulkan_InitInfo::CustomShaderVertCreateInfo/CustomShaderFragCreateInfo. (#8585)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-09-04: Vulkan: Added ImGui_ImplVulkan_CreateMainPipeline(). (#8110, #8111)
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// 2025-07-27: Vulkan: Fixed texture update corruption introduced on 2025-06-11. (#8801, #8755, #8840)
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@ -887,24 +888,26 @@ void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex)
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static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
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{
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// Create the shader modules
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ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
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ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
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if (bd->ShaderModuleVert == VK_NULL_HANDLE)
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{
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VkShaderModuleCreateInfo vert_info = {};
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vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
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vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
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VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert);
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VkShaderModuleCreateInfo default_vert_info = {};
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default_vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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default_vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
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default_vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
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VkShaderModuleCreateInfo* p_vert_info = (v->CustomShaderVertCreateInfo.sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO) ? &v->CustomShaderVertCreateInfo : &default_vert_info;
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VkResult err = vkCreateShaderModule(device, p_vert_info, allocator, &bd->ShaderModuleVert);
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check_vk_result(err);
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}
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if (bd->ShaderModuleFrag == VK_NULL_HANDLE)
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{
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VkShaderModuleCreateInfo frag_info = {};
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frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
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frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
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VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag);
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VkShaderModuleCreateInfo default_frag_info = {};
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default_frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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default_frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
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default_frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
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VkShaderModuleCreateInfo* p_frag_info = (v->CustomShaderFragCreateInfo.sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO) ? &v->CustomShaderFragCreateInfo : &default_frag_info;
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VkResult err = vkCreateShaderModule(device, p_frag_info, allocator, &bd->ShaderModuleFrag);
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check_vk_result(err);
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}
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}
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@ -102,7 +102,13 @@ struct ImGui_ImplVulkan_InitInfo
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// (Optional) Allocation, Debugging
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const VkAllocationCallbacks* Allocator;
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void (*CheckVkResultFn)(VkResult err);
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VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
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VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
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// (Optional) Customize default vertex/fragment shaders.
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// - if .sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO we use specified structs, otherwise we use defaults.
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// - Shader inputs/outputs need to match ours. Code/data pointed to by the structure needs to survive for whole during of backend usage.
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VkShaderModuleCreateInfo CustomShaderVertCreateInfo;
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VkShaderModuleCreateInfo CustomShaderFragCreateInfo;
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};
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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