static void setup_vulkan(GLFWwindow* window) { VkResult err; // Create Vulkan Instance { uint32_t extensions_count; const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count); VkInstanceCreateInfo create_info = {}; create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; create_info.enabledExtensionCount = extensions_count; create_info.ppEnabledExtensionNames = glfw_extensions; #ifdef IMGUI_VULKAN_DEBUG_REPORT // enabling multiple validation layers grouped as lunarg standard validation const char* layers[] = {"VK_LAYER_LUNARG_standard_validation"}; create_info.enabledLayerCount = 1; create_info.ppEnabledLayerNames = layers; // need additional storage for char pointer to debug report extension const char** extensions = (const char**)malloc(sizeof(const char*) * (extensions_count + 1)); for (size_t i = 0; i < extensions_count; i++) extensions[i] = glfw_extensions[i]; extensions[ extensions_count ] = "VK_EXT_debug_report"; create_info.enabledExtensionCount = extensions_count+1; create_info.ppEnabledExtensionNames = extensions; #endif // IMGUI_VULKAN_DEBUG_REPORT err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); check_vk_result(err); #ifdef IMGUI_VULKAN_DEBUG_REPORT free(extensions); // create the debug report callback VkDebugReportCallbackCreateInfoEXT debug_report_ci ={}; debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; debug_report_ci.pfnCallback = debug_report; debug_report_ci.pUserData = NULL; // get the proc address of the function pointer, required for used extensions PFN_vkCreateDebugReportCallbackEXT vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); err = vkCreateDebugReportCallbackEXT( g_Instance, &debug_report_ci, g_Allocator, &g_Debug_Report ); check_vk_result(err); #endif // IMGUI_VULKAN_DEBUG_REPORT } // Create Window Surface { err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &g_Surface); check_vk_result(err); } // Get GPU { uint32_t gpu_count; err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL); check_vk_result(err); VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count); err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus); check_vk_result(err); // If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose // e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc. // for sake of simplicity we'll just take the first one, assuming it has a graphics queue family. g_Gpu = gpus[0]; free(gpus); } // Get queue { uint32_t count; vkGetPhysicalDeviceQueueFamilyProperties(g_Gpu, &count, NULL); VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count); vkGetPhysicalDeviceQueueFamilyProperties(g_Gpu, &count, queues); for (uint32_t i = 0; i < count; i++) { if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) { g_QueueFamily = i; break; } } free(queues); } // Check for WSI support { VkBool32 res; vkGetPhysicalDeviceSurfaceSupportKHR(g_Gpu, g_QueueFamily, g_Surface, &res); if (res != VK_TRUE) { fprintf(stderr, "Error no WSI support on physical device 0\n"); exit(-1); } } // Get Surface Format { // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation // Assuming that the default behavior is without setting this bit, there is no need for separate Spawchain image and image view format // additionally several new color spaces were introduced with Vulkan Spec v1.0.40 // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used uint32_t count; vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, NULL); VkSurfaceFormatKHR *formats = (VkSurfaceFormatKHR*)malloc(sizeof(VkSurfaceFormatKHR) * count); vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, formats); // first check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available if (count == 1) { if( formats[0].format == VK_FORMAT_UNDEFINED ) { g_SurfaceFormat.format = VK_FORMAT_B8G8R8A8_UNORM; g_SurfaceFormat.colorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; } else { // no point in searching another format g_SurfaceFormat = formats[0]; } } else { // request several formats, the first found will be used VkFormat requestSurfaceImageFormat[] = {VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM}; VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; bool requestedFound = false; for (size_t i = 0; i < sizeof(requestSurfaceImageFormat) / sizeof(requestSurfaceImageFormat[0]); i++) { if( requestedFound ) { break; } for (uint32_t j = 0; j < count; j++) { if (formats[j].format == requestSurfaceImageFormat[i] && formats[j].colorSpace == requestSurfaceColorSpace) { g_SurfaceFormat = formats[j]; requestedFound = true; } } } // if none of the requested image formats could be found, use the first available if (!requestedFound) g_SurfaceFormat = formats[0]; } free(formats); } // Get Present Mode { // Requst a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory #ifdef IMGUI_UNLIMITED_FRAME_RATE g_PresentMode = VK_PRESENT_MODE_IMMEDIATE_KHR; #else g_PresentMode = VK_PRESENT_MODE_FIFO_KHR; #endif uint32_t count = 0; vkGetPhysicalDeviceSurfacePresentModesKHR(g_Gpu, g_Surface, &count, nullptr); VkPresentModeKHR* presentModes = (VkPresentModeKHR*)malloc(sizeof(VkQueueFamilyProperties) * count); vkGetPhysicalDeviceSurfacePresentModesKHR(g_Gpu, g_Surface, &count, presentModes); bool presentModeAvailable = false; for (size_t i = 0; i < count; i++) { if (presentModes[i] == g_PresentMode) { presentModeAvailable = true; break; } } if( !presentModeAvailable ) g_PresentMode = VK_PRESENT_MODE_FIFO_KHR; // always available } // Create Logical Device { int device_extension_count = 1; const char* device_extensions[] = {"VK_KHR_swapchain"}; const uint32_t queue_index = 0; const uint32_t queue_count = 1; const float queue_priority[] = {1.0f}; VkDeviceQueueCreateInfo queue_info[1] = {}; queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; queue_info[0].queueFamilyIndex = g_QueueFamily; queue_info[0].queueCount = queue_count; queue_info[0].pQueuePriorities = queue_priority; VkDeviceCreateInfo create_info = {}; create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; create_info.queueCreateInfoCount = sizeof(queue_info)/sizeof(queue_info[0]); create_info.pQueueCreateInfos = queue_info; create_info.enabledExtensionCount = device_extension_count; create_info.ppEnabledExtensionNames = device_extensions; err = vkCreateDevice(g_Gpu, &create_info, g_Allocator, &g_Device); check_vk_result(err); vkGetDeviceQueue(g_Device, g_QueueFamily, queue_index, &g_Queue); } // Create Framebuffers { int w, h; glfwGetFramebufferSize(window, &w, &h); resize_vulkan(window, w, h); glfwSetFramebufferSizeCallback(window, resize_vulkan); } // Create Command Buffers for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) { { VkCommandPoolCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT; info.queueFamilyIndex = g_QueueFamily; err = vkCreateCommandPool(g_Device, &info, g_Allocator, &g_CommandPool[i]); check_vk_result(err); } { VkCommandBufferAllocateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; info.commandPool = g_CommandPool[i]; info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; info.commandBufferCount = 1; err = vkAllocateCommandBuffers(g_Device, &info, &g_CommandBuffer[i]); check_vk_result(err); } { VkFenceCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; info.flags = VK_FENCE_CREATE_SIGNALED_BIT; err = vkCreateFence(g_Device, &info, g_Allocator, &g_Fence[i]); check_vk_result(err); } { VkSemaphoreCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_PresentCompleteSemaphore[i]); check_vk_result(err); err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_RenderCompleteSemaphore[i]); check_vk_result(err); } } // Create Descriptor Pool { VkDescriptorPoolSize pool_size[11] = { { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 }, { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 }, { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 }, { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 }, { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 } }; VkDescriptorPoolCreateInfo pool_info = {}; pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; pool_info.maxSets = 1000 * 11; pool_info.poolSizeCount = 11; pool_info.pPoolSizes = pool_size; err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); check_vk_result(err); } }
int main(int, char**) { // Setup window glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) return 1; glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+Vulkan example", NULL, NULL); // Setup Vulkan if (!glfwVulkanSupported()) { printf("GLFW: Vulkan Not Supported\n"); return 1; } setup_vulkan(window); glfwSetFramebufferSizeCallback(window, glfw_resize_callback); // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; ImGui_ImplGlfwVulkan_Init_Data init_data = {}; init_data.allocator = g_Allocator; init_data.gpu = g_Gpu; init_data.device = g_Device; init_data.render_pass = g_RenderPass; init_data.pipeline_cache = g_PipelineCache; init_data.descriptor_pool = g_DescriptorPool; init_data.check_vk_result = check_vk_result; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplGlfwVulkan_Init(window, true, &init_data); // Setup style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); // Upload Fonts { VkResult err; err = vkResetCommandPool(g_Device, g_CommandPool[g_FrameIndex], 0); check_vk_result(err); VkCommandBufferBeginInfo begin_info = {}; begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; err = vkBeginCommandBuffer(g_CommandBuffer[g_FrameIndex], &begin_info); check_vk_result(err); ImGui_ImplGlfwVulkan_CreateFontsTexture(g_CommandBuffer[g_FrameIndex]); VkSubmitInfo end_info = {}; end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; end_info.commandBufferCount = 1; end_info.pCommandBuffers = &g_CommandBuffer[g_FrameIndex]; err = vkEndCommandBuffer(g_CommandBuffer[g_FrameIndex]); check_vk_result(err); err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE); check_vk_result(err); err = vkDeviceWaitIdle(g_Device); check_vk_result(err); ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects(); } bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); // Main loop while (!glfwWindowShouldClose(window)) { // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); if (g_ResizeWanted) resize_vulkan(g_ResizeWidth, g_ResizeHeight); g_ResizeWanted = false; ImGui_ImplGlfwVulkan_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; static int counter = 0; ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state ImGui::Checkbox("Another Window", &show_another_window); if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) counter++; ImGui::SameLine(); ImGui::Text("counter = %d", counter); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; ImGui::End(); } // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! if (show_demo_window) { ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! ImGui::ShowDemoWindow(&show_demo_window); } memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); frame_begin(); ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]); frame_end(); frame_present(); } // Cleanup VkResult err = vkDeviceWaitIdle(g_Device); check_vk_result(err); ImGui_ImplGlfwVulkan_Shutdown(); ImGui::DestroyContext(); cleanup_vulkan(); glfwTerminate(); return 0; }