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Backends: Vulkan: clarify ImGui_ImplVulkanH_Window members.

This commit is contained in:
ocornut 2026-01-05 15:58:08 +01:00
parent 25158fe33b
commit f106ccd5fa

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@ -223,21 +223,24 @@ struct ImGui_ImplVulkanH_FrameSemaphores
// (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)
// Input
VkSurfaceFormatKHR SurfaceFormat;
VkPresentModeKHR PresentMode;
bool UseDynamicRendering;
bool ClearEnable;
VkClearValue ClearValue;
// Internal
int Width; // Generally same as passed to ImGui_ImplVulkanH_CreateOrResizeWindow()
int Height;
VkSwapchainKHR Swapchain;
VkSurfaceKHR Surface;
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;