cleanup and refactoring
This commit is contained in:
parent
2302158928
commit
76f6bf62a4
1285 changed files with 757994 additions and 8 deletions
11
raytracer/nvpro_core/imgui/backends/README.md
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11
raytracer/nvpro_core/imgui/backends/README.md
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## Table of Contents
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- [imgui_impl_gl.h](#imgui_impl_glh)
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- [imgui_vk_extra.h](#imgui_vk_extrah)
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## imgui_impl_gl.h
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> Todo: Add documentation
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## imgui_vk_extra.h
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> Todo: Add documentation
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289
raytracer/nvpro_core/imgui/backends/imgui_impl_gl.cpp
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289
raytracer/nvpro_core/imgui/backends/imgui_impl_gl.cpp
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#include "imgui/backends/imgui_impl_gl.h"
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#include "imgui.h"
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#include <include_gl.h>
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// ImGui GLFW binding with OpenGL3 + shaders
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// More or less copy-pasted from https://raw.githubusercontent.com/ocornut/imgui/master/examples/opengl3_example/imgui_impl_glfw_gl3.cpp
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namespace {
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const char* g_GlslVersion = "#version 450\n";
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GLuint g_FontTexture = 0;
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int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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} // namespace
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void ImGui::InitGL()
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{
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// Backup GL state
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GLint last_texture, last_array_buffer, last_vertex_array;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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const GLchar* vertex_shader =
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"layout(location=0) uniform mat4 ProjMtx;\n"
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"layout(location=0) in vec2 Position;\n"
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"layout(location=1) in vec2 UV;\n"
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"layout(location=2) in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* fragment_shader =
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"layout(location=1, binding=0) uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"layout(location=0, index=0) out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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"}\n";
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const GLchar* vertex_shader_with_version[2] = {g_GlslVersion, vertex_shader};
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const GLchar* fragment_shader_with_version[2] = {g_GlslVersion, fragment_shader};
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g_ShaderHandle = glCreateProgram();
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
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glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
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glCompileShader(g_VertHandle);
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glCompileShader(g_FragHandle);
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glAttachShader(g_ShaderHandle, g_VertHandle);
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glAttachShader(g_ShaderHandle, g_FragHandle);
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glLinkProgram(g_ShaderHandle);
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// check if program linked
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GLint success = 0;
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glGetProgramiv(g_ShaderHandle, GL_LINK_STATUS, &success);
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if(!success)
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{
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char temp[1024];
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glGetProgramInfoLog(g_ShaderHandle, 1024, 0, temp);
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success = success;
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}
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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glGenBuffers(1, &g_VboHandle);
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glGenBuffers(1, &g_ElementsHandle);
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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// Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (void*)(intptr_t)g_FontTexture;
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindVertexArray(last_vertex_array);
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}
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void ImGui::ShutdownGL()
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{
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if(g_VboHandle)
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glDeleteBuffers(1, &g_VboHandle);
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if(g_ElementsHandle)
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glDeleteBuffers(1, &g_ElementsHandle);
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g_VboHandle = g_ElementsHandle = 0;
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if(g_ShaderHandle && g_VertHandle)
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glDetachShader(g_ShaderHandle, g_VertHandle);
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if(g_VertHandle)
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glDeleteShader(g_VertHandle);
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g_VertHandle = 0;
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if(g_ShaderHandle && g_FragHandle)
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glDetachShader(g_ShaderHandle, g_FragHandle);
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if(g_FragHandle)
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glDeleteShader(g_FragHandle);
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g_FragHandle = 0;
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if(g_ShaderHandle)
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glDeleteProgram(g_ShaderHandle);
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g_ShaderHandle = 0;
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if(g_FontTexture)
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{
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glDeleteTextures(1, &g_FontTexture);
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ImGui::GetIO().Fonts->TexID = 0;
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g_FontTexture = 0;
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}
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}
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void ImGui::RenderDrawDataGL(const ImDrawData* drawData)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if(fb_width == 0 || fb_height == 0)
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return;
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// evil
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((ImDrawData*)drawData)->ScaleClipRects(io.DisplayFramebufferScale);
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// Backup GL state
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GLenum last_active_texture;
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glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
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glActiveTexture(GL_TEXTURE0);
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GLint last_program;
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glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_sampler;
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glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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GLint last_array_buffer;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLint last_element_array_buffer;
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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GLint last_vertex_array;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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GLint last_polygon_mode[2];
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glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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GLint last_viewport[4];
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glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_scissor_box[4];
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glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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GLenum last_blend_src_rgb;
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glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
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GLenum last_blend_dst_rgb;
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glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
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GLenum last_blend_src_alpha;
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glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
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GLenum last_blend_dst_alpha;
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glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
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GLenum last_blend_equation_rgb;
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glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
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GLenum last_blend_equation_alpha;
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glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
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GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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const float ortho_projection[4][4] = {
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{2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f},
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{0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f},
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{0.0f, 0.0f, -1.0f, 0.0f},
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{-1.0f, 1.0f, 0.0f, 1.0f},
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};
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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// Recreate the VAO every time
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// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
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GLuint vao_handle = 0;
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glGenVertexArrays(1, &vao_handle);
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glBindVertexArray(vao_handle);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glEnableVertexAttribArray(g_AttribLocationPosition);
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glEnableVertexAttribArray(g_AttribLocationUV);
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glEnableVertexAttribArray(g_AttribLocationColor);
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert),
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(GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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// Draw
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for(int n = 0; n < drawData->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = drawData->CmdLists[n];
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const ImDrawIdx* idx_buffer_offset = 0;
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert),
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(const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx),
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(const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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for(int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if(pcmd->UserCallback)
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{
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w),
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(int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount,
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sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
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}
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idx_buffer_offset += pcmd->ElemCount;
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}
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}
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glDeleteVertexArrays(1, &vao_handle);
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// Restore modified GL state
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glUseProgram(last_program);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindSampler(0, last_sampler);
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glActiveTexture(last_active_texture);
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glBindVertexArray(last_vertex_array);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
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if(last_enable_blend)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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if(last_enable_cull_face)
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glEnable(GL_CULL_FACE);
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else
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glDisable(GL_CULL_FACE);
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if(last_enable_depth_test)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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if(last_enable_scissor_test)
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glEnable(GL_SCISSOR_TEST);
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else
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glDisable(GL_SCISSOR_TEST);
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glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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}
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12
raytracer/nvpro_core/imgui/backends/imgui_impl_gl.h
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12
raytracer/nvpro_core/imgui/backends/imgui_impl_gl.h
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#pragma once
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/// @DOC_SKIP (keyword to exclude this file from automatic README.md generation)
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struct ImDrawData;
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namespace ImGui {
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void InitGL();
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void ShutdownGL();
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void RenderDrawDataGL(const ImDrawData* drawData);
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} // namespace ImGui
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105
raytracer/nvpro_core/imgui/backends/imgui_vk_extra.cpp
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105
raytracer/nvpro_core/imgui/backends/imgui_vk_extra.cpp
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/*
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* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#include "imgui/backends/imgui_vk_extra.h"
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#include "imgui/imgui_helper.h"
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#include <backends/imgui_impl_vulkan.h>
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static ImGui_ImplVulkan_InitInfo g_VulkanInitInfo = {};
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static void check_vk_result(VkResult err)
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{
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assert(err == VK_SUCCESS);
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}
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void ImGui::InitVK(VkDevice device, VkPhysicalDevice physicalDevice, VkQueue queue, uint32_t queueFamilyIndex, VkRenderPass pass, int subPassIndex)
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{
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VkResult err = VK_RESULT_MAX_ENUM;
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std::vector<VkDescriptorPoolSize> poolSize{{VK_DESCRIPTOR_TYPE_SAMPLER, 1}, {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1}};
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VkDescriptorPoolCreateInfo poolInfo{VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO};
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poolInfo.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
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poolInfo.maxSets = 2;
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poolInfo.poolSizeCount = static_cast<uint32_t>(poolSize.size());
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poolInfo.pPoolSizes = poolSize.data();
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vkCreateDescriptorPool(device, &poolInfo, nullptr, &g_VulkanInitInfo.DescriptorPool);
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// Setup Platform/Renderer backends
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ImGui_ImplVulkan_InitInfo init_info = {};
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init_info.Instance = VkInstance(666); // <--- WRONG need argument
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init_info.PhysicalDevice = physicalDevice;
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init_info.Device = device;
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init_info.QueueFamily = queueFamilyIndex;
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init_info.Queue = queue;
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init_info.PipelineCache = VK_NULL_HANDLE;
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init_info.DescriptorPool = g_VulkanInitInfo.DescriptorPool;
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||||
init_info.RenderPass = pass;
|
||||
init_info.Subpass = subPassIndex;
|
||||
init_info.MinImageCount = 2;
|
||||
init_info.ImageCount = 3; // <--- WRONG need argument
|
||||
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; // <--- need argument?
|
||||
init_info.Allocator = nullptr;
|
||||
init_info.CheckVkResultFn = nullptr;
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
g_VulkanInitInfo = init_info;
|
||||
|
||||
// Upload Fonts
|
||||
VkCommandPool pool = VK_NULL_HANDLE;
|
||||
VkCommandPoolCreateInfo createInfo{VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO};
|
||||
createInfo.queueFamilyIndex = queueFamilyIndex;
|
||||
err = vkCreateCommandPool(device, &createInfo, nullptr, &pool);
|
||||
check_vk_result(err);
|
||||
|
||||
VkCommandBuffer cmd = VK_NULL_HANDLE;
|
||||
VkCommandBufferAllocateInfo allocInfo{VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO};
|
||||
allocInfo.commandPool = pool;
|
||||
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
|
||||
allocInfo.commandBufferCount = 1;
|
||||
err = vkAllocateCommandBuffers(device, &allocInfo, &cmd);
|
||||
check_vk_result(err);
|
||||
|
||||
VkCommandBufferBeginInfo beginInfo{VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO};
|
||||
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(cmd, &beginInfo);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkan_CreateFontsTexture();
|
||||
|
||||
err = vkEndCommandBuffer(cmd);
|
||||
check_vk_result(err);
|
||||
|
||||
VkSubmitInfo submit{VK_STRUCTURE_TYPE_SUBMIT_INFO};
|
||||
submit.commandBufferCount = 1;
|
||||
submit.pCommandBuffers = &cmd;
|
||||
err = vkQueueSubmit(queue, 1, &submit, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkDeviceWaitIdle(device);
|
||||
check_vk_result(err);
|
||||
vkFreeCommandBuffers(device, pool, 1, &cmd);
|
||||
vkDestroyCommandPool(device, pool, nullptr);
|
||||
}
|
||||
|
||||
|
||||
void ImGui::ShutdownVK()
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
vkDestroyDescriptorPool(v->Device, v->DescriptorPool, v->Allocator);
|
||||
}
|
||||
26
raytracer/nvpro_core/imgui/backends/imgui_vk_extra.h
Normal file
26
raytracer/nvpro_core/imgui/backends/imgui_vk_extra.h
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
/*
|
||||
* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
/// @DOC_SKIP (keyword to exclude this file from automatic README.md generation)
|
||||
|
||||
#include <backends/imgui_impl_vulkan.h>
|
||||
namespace ImGui {
|
||||
void InitVK(VkDevice device, VkPhysicalDevice physicalDevice, VkQueue queue, uint32_t queueFamilyIndex, VkRenderPass pass, int subPassIndex = 0);
|
||||
void ShutdownVK();
|
||||
} // namespace ImGui
|
||||
Loading…
Add table
Add a link
Reference in a new issue