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Backends: Vulkan: moved helpers to backend: ImGui_ImplVulkanH_SelectPhysicalDevice(), ImGui_ImplVulkanH_SelectQueueFamilyIndex(). (#8180)
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7 changed files with 72 additions and 138 deletions
backends
docs
examples
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@ -26,6 +26,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
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// 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
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// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867)
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// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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@ -1334,6 +1335,49 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d
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return VK_PRESENT_MODE_FIFO_KHR; // Always available
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}
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VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance)
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{
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uint32_t gpu_count;
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VkResult err = vkEnumeratePhysicalDevices(instance, &gpu_count, nullptr);
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check_vk_result(err);
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IM_ASSERT(gpu_count > 0);
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ImVector<VkPhysicalDevice> gpus;
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gpus.resize(gpu_count);
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err = vkEnumeratePhysicalDevices(instance, &gpu_count, gpus.Data);
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check_vk_result(err);
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// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
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// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
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// dedicated GPUs) is out of scope of this sample.
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for (VkPhysicalDevice& device : gpus)
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{
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VkPhysicalDeviceProperties properties;
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vkGetPhysicalDeviceProperties(device, &properties);
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if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
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return device;
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}
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// Use first GPU (Integrated) is a Discrete one is not available.
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if (gpu_count > 0)
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return gpus[0];
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return VK_NULL_HANDLE;
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}
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uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device)
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{
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uint32_t count;
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vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, nullptr);
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ImVector<VkQueueFamilyProperties> queues_properties;
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queues_properties.resize((int)count);
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vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, queues_properties.Data);
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for (uint32_t i = 0; i < count; i++)
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if (queues_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
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return i;
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return (uint32_t)-1;
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}
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void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator)
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{
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IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
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@ -135,18 +135,24 @@ struct ImGui_ImplVulkan_RenderState
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//-------------------------------------------------------------------------
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// Internal / Miscellaneous Vulkan Helpers
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// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
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//-------------------------------------------------------------------------
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// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
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//
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// You probably do NOT need to use or care about those functions.
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// Those functions only exist because:
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// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
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// 2) the multi-viewport / platform window implementation needs them internally.
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// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
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// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
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// but it is too much code to duplicate everywhere so we exceptionally expose them.
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//
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// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
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// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
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// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
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// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
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// render pass, frame buffers, etc.). You may read this code if you are curious, but
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// it is recommended you use you own custom tailored code to do equivalent work.
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//
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// We don't provide a strong guarantee that we won't change those functions API.
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//
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// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
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// by the regular ImGui_ImplVulkan_XXX functions).
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//-------------------------------------------------------------------------
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struct ImGui_ImplVulkanH_Frame;
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@ -157,6 +163,8 @@ IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkIns
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IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
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IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
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IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
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IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
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IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
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IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
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// Helper structure to hold the data needed by one rendering frame
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@ -70,6 +70,8 @@ Other changes:
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- Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) [@anszom]
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- Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for
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platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) [@Zer0xFF]
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- Backends: Vulkan: Added a few more ImGui_ImplVulkanH_XXX helper functions
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primarily for the purpose of making our examples simpler.
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-----------------------------------------------------------------------
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@ -85,35 +85,6 @@ static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properti
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return false;
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}
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static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
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{
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uint32_t gpu_count;
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VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
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check_vk_result(err);
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IM_ASSERT(gpu_count > 0);
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ImVector<VkPhysicalDevice> gpus;
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gpus.resize(gpu_count);
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
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check_vk_result(err);
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// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
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// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
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// dedicated GPUs) is out of scope of this sample.
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for (VkPhysicalDevice& device : gpus)
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{
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VkPhysicalDeviceProperties properties;
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vkGetPhysicalDeviceProperties(device, &properties);
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if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
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return device;
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}
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// Use first GPU (Integrated) is a Discrete one is not available.
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if (gpu_count > 0)
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return gpus[0];
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return VK_NULL_HANDLE;
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}
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static void SetupVulkan(ImVector<const char*> instance_extensions)
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{
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VkResult err;
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@ -177,23 +148,12 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
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}
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// Select Physical Device (GPU)
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g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
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g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
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IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
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// Select graphics queue family
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{
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uint32_t count;
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
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VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
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for (uint32_t i = 0; i < count; i++)
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if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
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{
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g_QueueFamily = i;
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break;
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}
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free(queues);
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IM_ASSERT(g_QueueFamily != (uint32_t)-1);
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}
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g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
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IM_ASSERT(g_QueueFamily != (uint32_t)-1);
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// Create Logical Device (with 1 queue)
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{
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@ -87,7 +87,7 @@ int main(int, char**)
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printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
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return -1;
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}
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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@ -73,35 +73,6 @@ static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properti
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return false;
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}
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static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
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{
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uint32_t gpu_count;
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VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
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check_vk_result(err);
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IM_ASSERT(gpu_count > 0);
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ImVector<VkPhysicalDevice> gpus;
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gpus.resize(gpu_count);
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
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check_vk_result(err);
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// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
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// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
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// dedicated GPUs) is out of scope of this sample.
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for (VkPhysicalDevice& device : gpus)
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{
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VkPhysicalDeviceProperties properties;
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vkGetPhysicalDeviceProperties(device, &properties);
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if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
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return device;
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}
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// Use first GPU (Integrated) is a Discrete one is not available.
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if (gpu_count > 0)
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return gpus[0];
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return VK_NULL_HANDLE;
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}
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static void SetupVulkan(ImVector<const char*> instance_extensions)
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{
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VkResult err;
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}
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// Select Physical Device (GPU)
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g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
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g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
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IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
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// Select graphics queue family
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{
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uint32_t count;
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
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VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
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for (uint32_t i = 0; i < count; i++)
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if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
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{
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g_QueueFamily = i;
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break;
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}
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free(queues);
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IM_ASSERT(g_QueueFamily != (uint32_t)-1);
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}
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g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
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IM_ASSERT(g_QueueFamily != (uint32_t)-1);
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// Create Logical Device (with 1 queue)
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{
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@ -78,35 +78,6 @@ static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properti
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return false;
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}
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static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
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{
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uint32_t gpu_count;
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VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
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check_vk_result(err);
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IM_ASSERT(gpu_count > 0);
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ImVector<VkPhysicalDevice> gpus;
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gpus.resize(gpu_count);
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
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check_vk_result(err);
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// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
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// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
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// dedicated GPUs) is out of scope of this sample.
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for (VkPhysicalDevice& device : gpus)
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{
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VkPhysicalDeviceProperties properties;
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vkGetPhysicalDeviceProperties(device, &properties);
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if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
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return device;
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}
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// Use first GPU (Integrated) is a Discrete one is not available.
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if (gpu_count > 0)
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return gpus[0];
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return VK_NULL_HANDLE;
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}
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static void SetupVulkan(ImVector<const char*> instance_extensions)
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{
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VkResult err;
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}
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// Select Physical Device (GPU)
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g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
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g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
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IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
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// Select graphics queue family
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{
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uint32_t count;
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
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VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
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for (uint32_t i = 0; i < count; i++)
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if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
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{
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g_QueueFamily = i;
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break;
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}
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free(queues);
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IM_ASSERT(g_QueueFamily != (uint32_t)-1);
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}
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g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
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IM_ASSERT(g_QueueFamily != (uint32_t)-1);
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// Create Logical Device (with 1 queue)
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{
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