// ImGui Renderer for: Vulkan // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Missing features: // [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui #include #define IMGUI_VK_QUEUED_FRAMES 2 struct ImGui_ImplVulkan_InitData { VkAllocationCallbacks* allocator; VkPhysicalDevice gpu; VkDevice device; VkRenderPass render_pass; VkPipelineCache pipeline_cache; VkDescriptorPool descriptor_pool; void (*check_vk_result)(VkResult err); }; IMGUI_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitData *init_data); IMGUI_API void ImGui_ImplVulkan_Shutdown(); IMGUI_API void ImGui_ImplVulkan_NewFrame(); IMGUI_API void ImGui_ImplVulkan_Render(VkCommandBuffer command_buffer); // Called by Init/NewFrame/Shutdown IMGUI_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); IMGUI_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); IMGUI_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_API bool ImGui_ImplVulkan_CreateDeviceObjects();