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C

// 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 <vulkan/vulkan.h>
#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();