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Backends: Vulkan: misc amends (e.g. changelog, coding style). (8110, 8111, 8053)

# Conflicts:
#	backends/imgui_impl_vulkan.cpp
This commit is contained in:
ocornut 2025-09-04 14:24:06 +02:00
parent ee03cef14f
commit 1ecc34a0b1
3 changed files with 41 additions and 50 deletions

View file

@ -65,12 +65,6 @@
// 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
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
typedef VkPipelineRenderingCreateInfoKHR ImGui_ImplVulkan_PipelineRenderingCreateInfo;
#else
typedef void ImGui_ImplVulkan_PipelineRenderingCreateInfo;
#endif
// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
// - About descriptor pool:
@ -104,8 +98,7 @@ struct ImGui_ImplVulkan_InitInfo
// 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
// (Optional, valid iif .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR)
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
#endif
// (Optional) Allocation, Debugging
@ -115,21 +108,25 @@ struct ImGui_ImplVulkan_InitInfo
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); // The main pipeline will be created if possible (RenderPass xor (UseDynamicRendering && PipelineRenderingCreateInfo->sType is correct))
#define IMGUI_IMPL_VULKAN_HAS_MAIN_PIPELINE_RE_CREATION 1
struct ImGui_ImplVulkan_MainPipelineCreateInfo
{
VkRenderPass RenderPass = VK_NULL_HANDLE;
uint32_t Subpass = 0;
VkSampleCountFlagBits MSAASamples = {};
const ImGui_ImplVulkan_PipelineRenderingCreateInfo* pDynamicRendering = nullptr;
};
IMGUI_IMPL_API void ImGui_ImplVulkan_ReCreateMainPipeline(ImGui_ImplVulkan_MainPipelineCreateInfo const& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext))
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.
struct ImGui_ImplVulkan_MainPipelineCreateInfo
{
VkRenderPass RenderPass = VK_NULL_HANDLE;
uint32_t Subpass = 0;
VkSampleCountFlagBits MSAASamples = {};
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
const VkPipelineRenderingCreateInfoKHR* pDynamicRendering = nullptr;
#endif
};
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_MainPipelineCreateInfo& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext))
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);